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How to work with game camera?


GeorgeZhang

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GeorgeZhang

Thanks guys, but most natives in CAM section are uncommented or has a lot of "Any", as for ScriptHookVDotNet, I tried using it to teleport the the camera to another location, but I failed because at the native GET_RENDERING_CAM, saying I cannot convert it to the type "Camera".

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have you read through this thread about script cams? It seems that there is little you can actually do with the regular gameplay-cam, but you can create a script cam that emulates the gameplay cam in whatever way you want to modify it.

 

Also, there are a lot of "Any" type variables in there, but most of them look like they refer to other cameras or animations and whatnot; stuff that you get by calling a function (with an obvious name) that already returns type Any. You can just store the returned value to a newly declared "Any" var in your script, and then import that value to another native that is takes an Any argument. You can guess by the native's name if it deals with the same kinds of things as the function you got the first Any variable from; and p0 and p1 are generally where all the important variables go in every native - the rest might as well be all 0's. If it looks like it makes sense, try it.

To me, it seems like Any* pointer arguments are for assigning Any variables inside the function, as output-arguments, since we apparently just use Any type parameters as placeholders when we do not yet know what actual arguments a native is really supposed to take

Edited by whorse
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GeorgeZhang

have you read through this thread about script cams? It seems that there is little you can actually do with the regular gameplay-cam, but you can create a script cam that emulates the gameplay cam in whatever way you want to modify it.

 

Also, there are a lot of "Any" type variables in there, but most of them look like they refer to other cameras or animations and whatnot; stuff that you get by calling a function (with an obvious name) that already returns type Any. You can just store the returned value to a newly declared "Any" var in your script, and then import that value to another native that is takes an Any argument. You can guess by the native's name if it deals with the same kinds of things as the function you got the first Any variable from; and p0 and p1 are generally where all the important variables go in every native - the rest might as well be all 0's. If it looks like it makes sense, try it.

To me, it seems like Any* pointer arguments are for assigning Any variables inside the function, as output-arguments, since we apparently just use Any type parameters as placeholders when we do not yet know what actual arguments a native is really supposed to take

Many thanks! that's what I'm looking for!

But I failed to declare an Any variable, how can I use Any in C# with Function.Call<type> ?

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have you read through this thread about script cams? It seems that there is little you can actually do with the regular gameplay-cam, but you can create a script cam that emulates the gameplay cam in whatever way you want to modify it.

 

Also, there are a lot of "Any" type variables in there, but most of them look like they refer to other cameras or animations and whatnot; stuff that you get by calling a function (with an obvious name) that already returns type Any. You can just store the returned value to a newly declared "Any" var in your script, and then import that value to another native that is takes an Any argument. You can guess by the native's name if it deals with the same kinds of things as the function you got the first Any variable from; and p0 and p1 are generally where all the important variables go in every native - the rest might as well be all 0's. If it looks like it makes sense, try it.

To me, it seems like Any* pointer arguments are for assigning Any variables inside the function, as output-arguments, since we apparently just use Any type parameters as placeholders when we do not yet know what actual arguments a native is really supposed to take

Many thanks! that's what I'm looking for!

But I failed to declare an Any variable, how can I use Any in C# with Function.Call<type> ?

 

Not sure if you can control the Any values just as they are in C#, but you can control them via the Camera class in Community ScriptHookV Dot Net

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CamxxCore

 

have you read through this thread about script cams? It seems that there is little you can actually do with the regular gameplay-cam, but you can create a script cam that emulates the gameplay cam in whatever way you want to modify it.

 

Also, there are a lot of "Any" type variables in there, but most of them look like they refer to other cameras or animations and whatnot; stuff that you get by calling a function (with an obvious name) that already returns type Any. You can just store the returned value to a newly declared "Any" var in your script, and then import that value to another native that is takes an Any argument. You can guess by the native's name if it deals with the same kinds of things as the function you got the first Any variable from; and p0 and p1 are generally where all the important variables go in every native - the rest might as well be all 0's. If it looks like it makes sense, try it.

To me, it seems like Any* pointer arguments are for assigning Any variables inside the function, as output-arguments, since we apparently just use Any type parameters as placeholders when we do not yet know what actual arguments a native is really supposed to take

Many thanks! that's what I'm looking for!

But I failed to declare an Any variable, how can I use Any in C# with Function.Call<type> ?

"Any" can represent any type, as it implies. So your best bet is to go through decompiled scripts to find out what those arguments are.

 

I did quite a bit of research into camera natives when making this script https://www.gta5-mods.com/scripts/scripted-camera-tool-1-0 so shoot me a message if you get stuck with something.

Edited by CamxxCore
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  • 2 weeks later...

okay i finally tried creating a script cam myself just now, and every time I try this native:

Any camOne = CAM::CREATE_CAM("DEFAULT_SCRIPT_CAM", true);

it returns a handle of "-1" for camOne. When I check to see if the camera exists with CAM::DOES_CAM_EXIST(camOne), it says that it does not exist. It doesn't seem to matter if I cast camOne as an int, an Any, a Cam, or a Camera.

 

CAM::CREATE_CAM_WITH_PARAMS() does the same thing, and so does CAM::CREATE_CAMERA() and CAM::CREATE_CAMERA_WITH_PARAMS()

 

Of course nothing happens when I set camOne active or tell it to render script cams, because the cam does not exist.

 

what am I doing wrong?

Edited by whorse
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