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Found 2 results

  1. Jengas

    Sky Camera

    Version 1.0.0

    562 downloads

    This script allows you to move the game camera in the air and back like in GTA:ONLINE Installation: Download file. Unzip folder into your client_packages. Add require('MoveSkyCamera/index.js'); to client_packages/index.js. Usage: Calling on serverside player.call('moveSkyCamera', [player, moveTo, switchType, showGUI]); Calling on clientside mp.events.call('moveSkyCamera', player, moveTo, switchType, showGUI); Reference: player = Ped; player handle moveTo = String; 'up' or 'down' switchType = Int; 0, 1, 2 or 3 0: 1 step towards ped 1: 3 steps out from ped (Recommended) 2: 1 step out from ped 3: 1 step towards ped showGUI = Boolean; Show chat and minimap during camera movement? Note: When using param moveTo as 'down', it's not necessary to add switchType and showGUI. Examples: mp.events.addCommand('movecam', (player) => { // Make camera to go up in to the sky player.call('moveSkyCamera', [player, 'up', 1, false]); // After 5 seconds, camera start to go back to player. setTimeout(() => { player.position = new mp.Vector3(0,0,10); // Set your position if you want player.call('moveSkyCamera', [player, 'down']); }, 5000); });
  2. Version 0.0.2

    242 downloads

    This is a tool for using cameras. ONLY CLIENTSIDE; Using: const camerasManager = require('./camerasManager.js'); //creating camera /** @param {String} - camera name @param {String} - type camera @param {Vector3} - position @param {Vector3} - rotation @param {Number} - fov */ const kemperrr_camera = camerasManager.createCamera('kemperrr_the_best?', 'default', new mp.Vector3(0, 0, 100), new mp.Vector3(), 50); //destroy camera /** @param {Camera} - destroyed camera */ camerasManager.destroyCamera(kemperrr_camera); //get camera by name /** @param {String} camera name */ const kemperrr_camera = camerasManager.getCamera('kemperrr_the_best?'); //activate camera /** @param {Camera} - camera to activate @param {Boolean} - toggle */ camerasManager.setActiveCamera(kemperrr_camera, true); //deactivate camera /** @param {Camera} - camera to activate @param {Boolean} - toggle */ camerasManager.setActiveCamera(kemperrr_camera, false); //activate with interpolation /** @param {Camera} - camera to activate @param {Vector3} - where the camera will fly @param {Vector3} - New camera rotation @param {Number} - The time for which the camera will fly by @param {Number} - hz @param {Number} - hz */ camerasManager.setActiveCameraWithInterp(kemperrr_camera, new mp.Vector3(100, 200, 100), new mp.Vector3(0, 0, 90), 5000, 0, 0); //get gameplay camera const gameplayCamera = camerasManager.gameplayCam; mp.game.notify(JSON.stringify(gameplayCamera.getDirection())); //get current active camera const activeCamera = camerasManager.activeCamera; mp.game.notify(JSON.stringify(activeCamera.getCoord())); //events //an event is triggered when any camera starts interpolating camerasManager.on('startInterp', (camera) => { mp.game.notify(JSON.stringify(camera.getCoord())); }); //the event is triggered when any camera has completed interpolation camerasManager.on('stopInterp', (camera) => { mp.game.notify(JSON.stringify(camera.getCoord())); });