Difference between revisions of "Osiris/API/CameraActivate"
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* call '''CameraActivate'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_Camera''', ''(REAL)'''''_Time''', ''(INTEGER)'''''_HideUI''', ''(INTEGER)'''''_Smooth''', ''(INTEGER)'''''_HideShroud''') | * call '''CameraActivate'''(''(CHARACTERGUID)'''''_Character''', ''(STRING)'''''_Camera''', ''(REAL)'''''_Time''', ''(INTEGER)'''''_HideUI''', ''(INTEGER)'''''_Smooth''', ''(INTEGER)'''''_HideShroud''') | ||
===== Description ===== | ===== Description ===== | ||
− | Activates a camera (the SpectatorCameraTrigger with name '''_Camera''') for '''Character'''. The game will use this camera for '''_Time''' seconds. If '''_HideUI''' is '''1''', the | + | Activates a camera (the SpectatorCameraTrigger with name '''_Camera''') for '''Character'''. The game will use this camera for '''_Time''' seconds. If '''_HideUI''' is '''1''', the hotbar and other UI elements will be hidden while the camera is active. If '''_Smooth''' is '''1''', the transition between the current camera view and the new one will be smoothed out. If '''_HideShroud''' is '''1''', all shroud will be cleared while this camera is active. |
===== Notes ===== | ===== Notes ===== | ||
* Only call this routine for one character per [[Osiris/API/CharacterGetReservedUserID|CharacterGetReservedUserID]]. | * Only call this routine for one character per [[Osiris/API/CharacterGetReservedUserID|CharacterGetReservedUserID]]. | ||
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* [[Osiris/API/StartCameraSpline|StartCameraSpline]] | * [[Osiris/API/StartCameraSpline|StartCameraSpline]] | ||
− | [[Category:Osiris Calls]] | + | [[Category:Osiris Calls|CameraActivate]] |
Latest revision as of 16:04, 19 December 2017
Deprecated. Use StartCameraSpline instead. |
Full Definition(s)
- call CameraActivate((CHARACTERGUID)_Character, (STRING)_Camera, (REAL)_Time, (INTEGER)_HideUI, (INTEGER)_Smooth, (INTEGER)_HideShroud)
Description
Activates a camera (the SpectatorCameraTrigger with name _Camera) for Character. The game will use this camera for _Time seconds. If _HideUI is 1, the hotbar and other UI elements will be hidden while the camera is active. If _Smooth is 1, the transition between the current camera view and the new one will be smoothed out. If _HideShroud is 1, all shroud will be cleared while this camera is active.
Notes
- Only call this routine for one character per CharacterGetReservedUserID.
- This routine has been deprecated because it does not work if a game is saved/loaded while a camera is active, and the camera focus can be easily cleared through external actions (e.g. joining combat).