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setGameCamera

Definition


-- @/lua/ge/server/commands.lua:32
local function setGameCamera()
  core_camera.setGlobalCameraByName(nil)
end

Callers

@/lua/ge/extensions/gameplay/discover/discover_038.lua
        gameplay_walk.getInVehicle(vehiclesByInternalName.player)
        commands.setGameCamera()
        gameplay_walk.getInVehicle(vehiclesByInternalName.player)
        commands.setGameCamera()

        commands.setGameCamera()
@/lua/ge/extensions/career/modules/inventory.lua

  commands.setGameCamera()
end
@/lua/ge/extensions/trackbuilder/trackBuilder.lua
  guihooks.trigger('ShowApps', true)
  commands.setGameCamera()
end
  if not freeCam then
    commands.setGameCamera()
  end
  if not freeCam and active then
    commands.setGameCamera()
  end
@/lua/ge/extensions/freeroam/dragRace.lua
    core_camera.setFOV(0, 65) --rst
    commands.setGameCamera()
    core_camera.setByName(0, currentCam, true)
@/lua/vehicle/recovery.lua
  if not isFreeCamActive then
    obj:queueGameEngineLua("commands.setGameCamera()")
  end
@/ui/modules/photomode/photomode.js
    bngApi.engineLua("photoModeOpen = false"); // yes, this is horrible
    bngApi.engineLua("if core_camera.getActiveCamName() ~= 'path' then commands.setGameCamera() end"); // camera change if the editor was not loaded before
    bngApi.engineLua("MoveManager.rollRelative = 0; if core_camera.savedCameraFov then core_camera.setFOV(0, core_camera.savedCameraFov) end")
@/lua/ge/extensions/scenario/scenarios.lua
    freezeAll(1)
    commands.setGameCamera()
  elseif scenario.state == 'deferredRunning' then
@/lua/ge/extensions/ui/liveryEditor/camera.lua
local function setCameraRotationInJob(job)
  commands.setGameCamera()
  core_camera.setByName(0, "orbit", false)
local function setToOrbitCameraJob(job)
  commands.setGameCamera()
  core_camera.setByName(0, "orbit", false)
@/lua/ge/extensions/flowgraph/nodes/vehicle/enterVehicle.lua
    --core_camera.setByName(0, 'orbit')
    commands.setGameCamera()
  end
@/lua/ge/extensions/flowgraph/modules/cameraModule.lua
  if commands.isFreeCamera() then
    commands.setGameCamera()
  end
@/lua/ge/server/commands.lua
  if not wasFreeCamera and isFreeCamera() then
    setGameCamera()
  end
  playerVehicle:setPositionRotation(pos.x, pos.y, pos.z, rot.x, rot.y, rot.z, rot.w)
  setGameCamera()
  if core_camera.getActiveCamName(player) == "bigMap" then
  end
  setGameCamera()
  if core_camera.getActiveCamName(player) == "bigMap" then
  if isFreeCamera() then
    setGameCamera()
    extensions.core_camera.displayCameraNameUI(player)
@/lua/ge/extensions/editor/camPathEditor.lua
  if commands.isFreeCamera() then
    commands.setGameCamera()
  end
@/lua/ge/extensions/editor/api/camera.lua
  if type == editor.CameraType_Game then
    commands.setGameCamera()
  elseif type == editor.CameraType_Free then
@/lua/ge/extensions/flowgraph/nodes/vehicle/spawnVehicle.lua
    elseif self.state == 3 then
      if not (self.pinIn.keepCamera.value or false) and commands.isFreeCamera() then commands.setGameCamera() end -- if free camera was somehow still active
@/lua/ge/main.lua
  if be:getEnterableObjectCount() == 1 then
    commands.setGameCamera()
  end
@/lua/ge/extensions/editor/trafficManager.lua
      be:enterVehicle(0, currVeh)
      commands.setGameCamera()
    end
@/lua/ge/extensions/flowgraph/nodes/scene/camera/returnToVehicle.lua
  if getPlayerVehicle(0) then
    commands.setGameCamera()
  else
@/lua/ge/extensions/freeroam/bigMapMode.lua
    -- In freecam, skip the path transition
    commands.setGameCamera()
    core_camera.setByName(0, 'bigMap', false, {initialCamData = {pos = bigMapInitialCamPos, rot = bigMapCamRotation}})
@/lua/ge/extensions/gameplay/garageMode.lua
  -- This changes the default rotation. Changing it back is probably not worth it because it requires waiting for several frames until the reset is done
  commands.setGameCamera()
  core_camera.setByName(0, "orbit", false)
@/lua/ge/extensions/editor/dynamicDecals/camera.lua
  -- This changes the default rotation. Changing it back is probably not worth it because it requires waiting for several frames until the reset is done
  commands.setGameCamera()
  core_camera.setByName(0, "orbit", false)
@/lua/ge/extensions/gameplay/missions/missionManager.lua
  if mission._startingInfo and mission._startingInfo.startedFromVehicle then
    commands.setGameCamera()
  end
    gameplay_walk.getInVehicle(step.veh)
    commands.setGameCamera()
    step.complete = true