SetCameraPosition: Difference between revisions

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__NOTOC__  
__NOTOC__
This function allows you to move a specified player's camera to a specific location if it is fixed (see [[setCameraMode]]).
{{Server client function}}
{{Deprecated|setCameraMatrix|}}
 
This function allows you to move a player's camera to a specific location if it is fixed (see [[setCameraMode]]).
   
   
==Syntax==  
==Syntax==  
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===Required Arguments===  
===Required Arguments===  
*'''thePlayer:''' The player whose camera you wish to modify.
*'''thePlayer:''' The player whose camera you wish to modify. (not needed for clientside scripting)
*'''x:''' The x co-ordinate of the new position.
*'''x:''' The x coordinate of the new position.
*'''y:''' The x co-ordinate of the new position.
*'''y:''' The x coordinate of the new position.
*'''z:''' The x co-ordinate of the new position.
*'''z:''' The x coordinate of the new position.


===Returns===
===Returns===
Returns a [[bool]] with a value of ''true'' if the function was successful, ''false'' otherwise.
Returns ''true'' if the function was successful, ''false'' otherwise.


==Example==
==Example==


<syntaxhighlight lang="lua">
<syntaxhighlight lang="lua">
 
function spawnScreen ( source )
function spawnScreen ( source ) --Calls the function spawnScreen
        setCameraMode ( source, "fixed" )                                     -- Make the camera fixed (instead of following the player)
setCameraMode ( source, "fixed" ) --Classifies which camera mode to use for the spawn screen
        setTimer ( setCameraPosition, 1000, 1, source, 160.15, -1951.68, 50 ) -- Set the coordinates of the camera
setTimer ( "setCameraPosition", 1000, 1, source, 160.15, -1951.68, 50 ) --Coords for the fixated camera. This will "set the location" of the camera, so to speak.
        setTimer ( setCameraLookAt, 1000, 1, source, 165, -1951.68, 50 )     -- Make the camera look at specified coordinates
setTimer ( "setCameraLookAt", 1000, 1, source, 165, -1951.68, 50 ) --Coords for the fixated camera
        bindKey ( source, "F1", "down", "Spawn as Vagos", spawnVagos )       -- Bind spawn key (function spawnVagos is not given here)
bindKey ( source, "F1", "down", "spawnVagos" ) --Spawns player as team #1. In this case, a new function is created later on
        bindKey ( source, "F2", "down", "Spawn as Aztecs", spawnAztecs )     -- Bind spawn key (function spawnAztecs is not given here)
bindKey ( source, "F2", "down", "spawnAztecs" ) --Spawns player as team #2. In this case, a new function is created later on
end
end
</syntaxhighlight>
</syntaxhighlight>
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==See Also==
==See Also==
{{Camera functions}}
{{Camera functions}}
[[Category:Incomplete]]

Latest revision as of 16:24, 13 February 2015

Emblem-important.png This function is deprecated. This means that its use is discouraged and that it might not exist in future versions.

Please use setCameraMatrix instead.


This function allows you to move a player's camera to a specific location if it is fixed (see setCameraMode).

Syntax

bool setCameraPosition ( player thePlayer, float x, float y, float z )

Required Arguments

  • thePlayer: The player whose camera you wish to modify. (not needed for clientside scripting)
  • x: The x coordinate of the new position.
  • y: The x coordinate of the new position.
  • z: The x coordinate of the new position.

Returns

Returns true if the function was successful, false otherwise.

Example

function spawnScreen ( source )
        setCameraMode ( source, "fixed" )                                     -- Make the camera fixed (instead of following the player)
        setTimer ( setCameraPosition, 1000, 1, source, 160.15, -1951.68, 50 ) -- Set the coordinates of the camera
        setTimer ( setCameraLookAt, 1000, 1, source, 165, -1951.68, 50 )      -- Make the camera look at specified coordinates
        bindKey ( source, "F1", "down", "Spawn as Vagos", spawnVagos )        -- Bind spawn key (function spawnVagos is not given here)
        bindKey ( source, "F2", "down", "Spawn as Aztecs", spawnAztecs )      -- Bind spawn key (function spawnAztecs is not given here)
end

See Also