Camera Control
67 scripting commands. Also as Markdown for agents.
- addCamShakeCreates the camera shaking effect, like when you are near an explosion
- allCamerasReturn a list of all existing cameras.
- apertureParamsReturns current aperture parameters.
- camCommandExecutes a command on the given *camera / actor* object. Known commands:
- camCommitSmoothly conduct the changes that were assigned to a camera within the given time. If the time is set to zero, the changes are done immediately. For…
- camCommitPreparedSmoothly conducts the changes that were assigned to a camera within the given time. If the time is set to zero, the changes are done immediately.…
- camCommittedChecks if the conduction of the last camCommit call already finished.
- camConstuctionSetParamsSets construction camera parameters. To work with "camconstruct" object.
- camCreateCreate a camera or a seagull object on the given position. The creation happens immediately and doesn't wait for camCommit.
- camDestroyDestroys camera object created with camCreate. This command doesn't need camCommit.
- cameraEffectSets the given effect on the given camera. If you want to switch the screen directly to the first-person, aiming, third-person or group view of an…
- cameraEffectEnableHUDEnable / disable showing of in-game UI during currently active camera effect. By default the HUD is off, which will make results of drawIcon3D…
- cameraInterestReturn camera interest for given entity, as set by setCameraInterest, or as autodetected.
- cameraOnReturns the vehicle to which the camera is attached. If you need the person, see focusOn.
- cameraViewReturns mode of active camera view. Mode is one of: - "INTERNAL" (1st person) - "EXTERNAL" (3rd person) - "GUNNER" (optics / sights) - "GROUP"…
- camPreloadPreloads the scene for the prepared camera with given timeout after which preloading is aborted. Max timeout is 30 seconds. Timeout of 0 means max…
- camPreloadedChecks whether the camera has finished preloading.
- camPrepareBankPrepares the camera bank angle.
- camPrepareDirPrepares the camera heading.
- camPrepareDivePrepares the camera dive angle.
- camPrepareFocusfocusRange is . Prepares the camera focus blur.
- camPrepareFovPrepares the camera field of view (zoom). The default zoom level is 0.75, 0.01 is the nearest and 2 the furthest zoom value. The angle of the field…
- camPrepareFovRangePrepares the camera field of view range for auto zooming.
- camPreparePosPrepares the camera position. Needs the call of camCommitPrepared to be conducted.
- camPrepareRelPosPrepares the camera position relative to the current position of the currect target (see camPrepareTarget). Needs the call of camCommitPrepared to be…
- camPrepareTargetPrepares the camera target to a position or to a target. Needs the call of camCommitPrepared to be conducted.
- camSetBankSets camera bank angle. Does not commit changes.
- camSetDirSets the orientation of the given camera in the direction of the given vector. Needs camCommit. Since Arma 3 v0.50, only the second syntax with a…
- camSetDiveSets camera dive angle. Does not commit changes.
- camSetFocusSets camera focus range. It does not automatically commit changes (see camCommit). Use [-1, -1] to disable focus completely.
- camSetFovSet the zoom level (Field Of View) of the given camera.
- camSetFovRangeSet the zoom level (Field Of View) start and end values for automatical zooming.
- camSetPosSets the position of the given camera or seagull (see camCreate). It is worth mentioning that camera position can also be set with setPos, in which…
- camSetRelPosSets the position of the given camera relative to its target, set with camSetTarget. Needs a call to camCommit to be conducted.
- camSetTargetSet the target object or position where the given camera should point at. Needs the call of camCommit to be conducted. To reset the target use…
- camTargetReturns camera's target.
- camUseNVGSet / clear using of night vision during cutscenes. This command only works with camCreate created camera that is currently the main camera for the…
- directionStabilizationEnabledGet state of direction stabilization. This command returns true if the current optic mode of the selected turret has direction stabilization…
- enableCamShakeAllows camera shake effects via addCamShake. If set to false, then a currently active shake effect will stop immediately.
- enableDirectionStabilizationEnables / disables direction stabilization of turrets. This command only has an effect if the current optic mode of the selected turret has…
- enableEndDialogEnables the execution of a custom camera sequence after the players death, coded in onPlayerKilled.sqs.
- enableGunStabilizationEnables/disables turret gun stabilisation.
- focusOnReturns the person the camera is focused on. If you need the vehicle, see cameraOn.
- lockCameraToLock/Unlock stabilized camera to target. Works only on turrets which have optic mode selected with direction stabilization enabled.
- lockedCameraToReturn the turret lock target.
- positionCameraToWorldGet the world coordinate space (AGL) from a camera-relative position.
- ppEffectAdjustSet post process effect parameters.
- ppEffectCommitCommit post process effect in given time.
- ppEffectCommittedCheck whether given post process effect is committed.
- ppEffectCreateCreates Post Process Effects specified by effect name and priority.
- ppEffectDestroyDestroy Post Process Effects given by handle or array of handles.
- ppEffectEnableEnable / disable Post Process Effects
- ppEffectEnabledChecks whether given post process effect is enabled
- ppEffectForceInNVGForces use of Post Process Effects in NVG.
- preloadCameraPreload all textures and models around given Position to avoid visual artifacts after camera is moved.
- resetCamShakeStops any ongoing camera shake effects. Does not prevent new effects from being created. To disallow new effects altogether, enableCamShake should be…
- setApertureSets custom eye accommodation camera aperture.
- setApertureNewSets custom camera aperture when HDR is enabled. Provided values should be set such as *minimum* <e; *standard* <e; *maximum*.
- setCameraInterestSet camera interest for given entity. Camera interest is by default 0. Any unit which is speaking has its camera interest raised to 50. Camera…
- setCamShakeDefParamsSets camera shake default parameters.
- setCamShakeParamsSets camera shake parameters. Will not have any effect until shake is started via addCamShake.
- setCamUseTISets thermal vision mode for currently used camera. This command only works with camCreate created camera that is currently the main camera for the…
- setDefaultCameraSets the position and direction for the camera used after camera is set on no object (log out view when leaving MP game for example)
- setHorizonParallaxCoefSets coef used to shift horizon position based on camera height (use 0 to disable shifting).
- setPiPEffectSets Render Target's visual effect (Picture-in-Picture).
- showCinemaBorderForces drawing of cinema borders when using custom camera camCreate. This is normally used in cutscenes to indicate player has no control.
- switchCameraSwitch camera to given vehicle / camera. Mode is one of: - "INTERNAL": 1st person - "GUNNER": optics / sights - "EXTERNAL": 3rd person (inaccessible…