# Camera Control (scripting commands)

- [addCamShake](../../commands/addCamShake.md): Creates the camera shaking effect, like when you are near an explosion
- [allCameras](../../commands/allCameras.md): Return a list of all existing cameras.
- [apertureParams](../../commands/apertureParams.md): Returns current aperture parameters.
- [camCommand](../../commands/camCommand.md): Executes a command on the given *camera / actor* object. Known commands:
- [camCommit](../../commands/camCommit.md): Smoothly 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 `camPrepareXXX` commands use camCommitPrepared.
- [camCommitPrepared](../../commands/camCommitPrepared.md): Smoothly 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. This command is for use with `camPrepareXXX` commands.
- [camCommitted](../../commands/camCommitted.md): Checks if the conduction of the last camCommit call already finished.
- [camConstuctionSetParams](../../commands/camConstuctionSetParams.md): Sets construction camera parameters. To work with "camconstruct" object.
- [camCreate](../../commands/camCreate.md): Create a camera or a seagull object on the given position. The creation happens immediately and doesn't wait for camCommit.
- [camDestroy](../../commands/camDestroy.md): Destroys camera object created with camCreate. This command doesn't need camCommit.
- [cameraEffect](../../commands/cameraEffect.md): Sets 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 object, use switchCamera instead.
- [cameraEffectEnableHUD](../../commands/cameraEffectEnableHUD.md): Enable / disable showing of in-game UI during currently active camera effect. By default the HUD is off, which will make results of drawIcon3D invisible, for example.
- [cameraInterest](../../commands/cameraInterest.md): Return camera interest for given entity, as set by setCameraInterest, or as autodetected.
- [cameraOn](../../commands/cameraOn.md): Returns the vehicle to which the camera is attached. If you need the person, see focusOn.
- [cameraView](../../commands/cameraView.md): Returns mode of active camera view. Mode is one of: - "INTERNAL" (1st person) - "EXTERNAL" (3rd person) - "GUNNER" (optics / sights) - "GROUP" (commander view)
- [camPreload](../../commands/camPreload.md): Preloads the scene for the prepared camera with given timeout after which preloading is aborted. Max timeout is 30 seconds. Timeout of 0 means max timeout of 30 seconds as well.
- [camPreloaded](../../commands/camPreloaded.md): Checks whether the camera has finished preloading.
- [camPrepareBank](../../commands/camPrepareBank.md) **[broken]**: Prepares the camera bank angle.
- [camPrepareDir](../../commands/camPrepareDir.md) **[broken]**: Prepares the camera heading.
- [camPrepareDive](../../commands/camPrepareDive.md) **[broken]**: Prepares the camera dive angle.
- [camPrepareFocus](../../commands/camPrepareFocus.md): focusRange is . Prepares the camera focus blur.
- [camPrepareFov](../../commands/camPrepareFov.md): Prepares 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 of view is *atan(FOV)*2* radians when in 4:3 aspect ratio.
- [camPrepareFovRange](../../commands/camPrepareFovRange.md) **[broken]**: Prepares the camera field of view range for auto zooming.
- [camPreparePos](../../commands/camPreparePos.md): Prepares the camera position. Needs the call of camCommitPrepared to be conducted.
- [camPrepareRelPos](../../commands/camPrepareRelPos.md): Prepares the camera position relative to the current position of the currect target (see camPrepareTarget). Needs the call of camCommitPrepared to be conducted.
- [camPrepareTarget](../../commands/camPrepareTarget.md): Prepares the camera target to a position or to a target. Needs the call of camCommitPrepared to be conducted.
- [camSetBank](../../commands/camSetBank.md) **[broken]**: Sets camera bank angle. Does not commit changes.
- [camSetDir](../../commands/camSetDir.md): Sets 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 Vector3D is available.
- [camSetDive](../../commands/camSetDive.md) **[broken]**: Sets camera dive angle. Does not commit changes.
- [camSetFocus](../../commands/camSetFocus.md): Sets camera focus range. It does not automatically commit changes (see camCommit). Use [-1, -1] to disable focus completely.
- [camSetFov](../../commands/camSetFov.md): Set the zoom level (Field Of View) of the given camera.
- [camSetFovRange](../../commands/camSetFovRange.md) **[broken]**: Set the zoom level (Field Of View) start and end values for automatical zooming.
- [camSetPos](../../commands/camSetPos.md): Sets 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 case it would be instant.
- [camSetRelPos](../../commands/camSetRelPos.md): Sets the position of the given camera relative to its target, set with camSetTarget. Needs a call to camCommit to be conducted.
- [camSetTarget](../../commands/camSetTarget.md): Set 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 objNull.
- [camTarget](../../commands/camTarget.md): Returns camera's target.
- [camUseNVG](../../commands/camUseNVG.md): Set / clear using of night vision during cutscenes. This command only works with camCreate created camera that is currently the main camera for the player (see #Examples).
- [directionStabilizationEnabled](../../commands/directionStabilizationEnabled.md): Get state of direction stabilization. This command returns true if the current optic mode of the selected turret has direction stabilization configured in config (`directionStabilized`) and if it is also not disabled by…
- [enableCamShake](../../commands/enableCamShake.md): Allows camera shake effects via addCamShake. If set to false, then a currently active shake effect will stop immediately.
- [enableDirectionStabilization](../../commands/enableDirectionStabilization.md): Enables / disables direction stabilization of turrets. This command only has an effect if the current optic mode of the selected turret has `directionStabilized` configured in config.
- [enableEndDialog](../../commands/enableEndDialog.md): Enables the execution of a custom camera sequence after the players death, coded in onPlayerKilled.sqs.
- [enableGunStabilization](../../commands/enableGunStabilization.md): Enables/disables turret gun stabilisation.
- [focusOn](../../commands/focusOn.md): Returns the person the camera is focused on. If you need the vehicle, see cameraOn.
- [lockCameraTo](../../commands/lockCameraTo.md): Lock/Unlock stabilized camera to target. Works only on turrets which have optic mode selected with direction stabilization enabled.
- [lockedCameraTo](../../commands/lockedCameraTo.md): Return the turret lock target.
- [positionCameraToWorld](../../commands/positionCameraToWorld.md): Get the world coordinate space (AGL) from a camera-relative position.
- [ppEffectAdjust](../../commands/ppEffectAdjust.md): Set post process effect parameters.
- [ppEffectCommit](../../commands/ppEffectCommit.md): Commit post process effect in given time.
- [ppEffectCommitted](../../commands/ppEffectCommitted.md): Check whether given post process effect is committed.
- [ppEffectCreate](../../commands/ppEffectCreate.md): Creates Post Process Effects specified by effect name and priority.
- [ppEffectDestroy](../../commands/ppEffectDestroy.md): Destroy Post Process Effects given by handle or array of handles.
- [ppEffectEnable](../../commands/ppEffectEnable.md): Enable / disable Post Process Effects
- [ppEffectEnabled](../../commands/ppEffectEnabled.md): Checks whether given post process effect is enabled
- [ppEffectForceInNVG](../../commands/ppEffectForceInNVG.md): Forces use of Post Process Effects in NVG.
- [preloadCamera](../../commands/preloadCamera.md): Preload all textures and models around given Position to avoid visual artifacts after camera is moved.
- [resetCamShake](../../commands/resetCamShake.md): Stops any ongoing camera shake effects. Does not prevent new effects from being created. To disallow new effects altogether, enableCamShake should be used.
- [setAperture](../../commands/setAperture.md): Sets custom eye accommodation camera aperture.
- [setApertureNew](../../commands/setApertureNew.md): Sets custom camera aperture when HDR is enabled. Provided values should be set such as *minimum* &lte; *standard* &lte; *maximum*.
- [setCameraInterest](../../commands/setCameraInterest.md): Set camera interest for given entity. Camera interest is by default 0. Any unit which is speaking has its camera interest raised to 50. Camera interest is used to focus camera to control depth of field in cutscenes.
- [setCamShakeDefParams](../../commands/setCamShakeDefParams.md): Sets camera shake default parameters.
- [setCamShakeParams](../../commands/setCamShakeParams.md): Sets camera shake parameters. Will not have any effect until shake is started via addCamShake.
- [setCamUseTI](../../commands/setCamUseTI.md): Sets thermal vision mode for currently used camera. This command only works with camCreate created camera that is currently the main camera for the player (see Example 2).
- [setDefaultCamera](../../commands/setDefaultCamera.md): Sets the position and direction for the camera used after camera is set on no object (log out view when leaving MP game for example)
- [setHorizonParallaxCoef](../../commands/setHorizonParallaxCoef.md): Sets coef used to shift horizon position based on camera height (use 0 to disable shifting).
- [setPiPEffect](../../commands/setPiPEffect.md): Sets Render Target's visual effect (Picture-in-Picture).
- [showCinemaBorder](../../commands/showCinemaBorder.md): Forces drawing of cinema borders when using custom camera camCreate. This is normally used in cutscenes to indicate player has no control.
- [switchCamera](../../commands/switchCamera.md): Switch camera to given vehicle / camera. Mode is one of: - "INTERNAL": 1st person - "GUNNER": optics / sights - "EXTERNAL": 3rd person (inaccessible if difficulty settings do not allow for it) - "GROUP": group -…
