SetCameraFieldOfView: Difference between revisions
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__NOTOC__ | __NOTOC__ | ||
{{client function}} | {{client function}} | ||
{{New feature/item|3. | {{New feature/item|3.0151|1.5.1|7397|This function sets the field of view of the ''dynamic camera'' - this is the field of view of the ''non-fixed camera'' - yes, the camera that the user can control whilst on foot or in a vehicle. The higher the field of view angle, the more you will be able to see to your sides.}} | ||
{{Note|[[setCameraFieldOfView]] overrides the user game option in '''''Settings->Video->FOV'''''}} | |||
{{Note|[[setCameraFieldOfView]] does not affect the FOV for the following camera modes: 1) Player aiming 2) Vehicle front bumper camera 3) Fixed camera}} | |||
==Syntax== | ==Syntax== | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
bool setCameraFieldOfView ( float fieldOfView ) | bool setCameraFieldOfView ( string cameraMode, float fieldOfView ) | ||
</syntaxhighlight> | </syntaxhighlight> | ||
{{OOP| | {{OOP||Camera.setFieldOfView||getCameraFieldOfView}} | ||
===Required Arguments=== | ===Required Arguments=== | ||
'''Note:''' after 100, some unexpected things may happen to the camera, particularly in vehicles, use carefully! | '''Note:''' after 100, some unexpected things may happen to the camera, particularly in vehicles, use carefully! | ||
*'''cameraMode:''' the camera mode to get the field of view of | |||
** "player": whilst walking/running | |||
** "vehicle": whilst in vehicle | |||
** "vehicle_max": the max the field of view can go to when the vehicle is moving at a high speed (must be higher than "vehicle") | |||
*'''fieldOfView:''' The field of view angle, 0 to 179. | *'''fieldOfView:''' The field of view angle, 0 to 179. | ||
===Returns=== | ===Returns=== | ||
Returns ''true'' if the arguments are valid, ''false'' otherwise. | Returns ''true'' if the arguments are valid, ''false'' otherwise. | ||
==Example== | ==Example== | ||
In this example, the field of view is set to 20 when the player joins. | In this example, the field of view for 'player walking/running' is set to 20 when the player joins. | ||
<syntaxhighlight lang="lua"> | <syntaxhighlight lang="lua"> | ||
function setCameraFOVOnResStart() | function setCameraFOVOnResStart() | ||
setCameraFieldOfView(20) | setCameraFieldOfView("player",20) | ||
end | end | ||
addEventHandler("onClientResourceStart", resourceRoot, setCameraFOVOnResStart)</syntaxhighlight> | addEventHandler("onClientResourceStart", resourceRoot, setCameraFOVOnResStart)</syntaxhighlight> | ||
==See Also== | ==See Also== | ||
{{ | {{Client camera functions}} | ||
[[hu:setCameraFieldOfView]] | |||
[[RO:setCameraFieldOfView]] |
Latest revision as of 09:23, 10 October 2020
This function sets the field of view of the dynamic camera - this is the field of view of the non-fixed camera - yes, the camera that the user can control whilst on foot or in a vehicle. The higher the field of view angle, the more you will be able to see to your sides.
Syntax
bool setCameraFieldOfView ( string cameraMode, float fieldOfView )
OOP Syntax Help! I don't understand this!
- Method: Camera.setFieldOfView(...)
- Counterpart: getCameraFieldOfView
Required Arguments
Note: after 100, some unexpected things may happen to the camera, particularly in vehicles, use carefully!
- cameraMode: the camera mode to get the field of view of
- "player": whilst walking/running
- "vehicle": whilst in vehicle
- "vehicle_max": the max the field of view can go to when the vehicle is moving at a high speed (must be higher than "vehicle")
- fieldOfView: The field of view angle, 0 to 179.
Returns
Returns true if the arguments are valid, false otherwise.
Example
In this example, the field of view for 'player walking/running' is set to 20 when the player joins.
function setCameraFOVOnResStart() setCameraFieldOfView("player",20) end addEventHandler("onClientResourceStart", resourceRoot, setCameraFOVOnResStart)