Cam::getGameplayCamRot: Difference between revisions
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p0 dosen't seem to change much, I tried it with 0, 1, 2:<br>0-Pitch(X): -70.000092<br>0-Roll(Y): -0.000001<br>0-Yaw(Z): -43.886459<br>1-Pitch(X): -70.000092<br>1-Roll(Y): -0.000001<br>1-Yaw(Z): -43.886463<br>2-Pitch(X): -70.000092<br>2-Roll(Y): -0.000002<br>2-Yaw(Z): -43.886467==Syntax==<syntaxhighlight lang="javascript">cam.getGameplayCamRot(p0);</syntaxhighlight>=== Required Arguments ===*'''p0:''' int===Return value===*'''Vector3'''==Example==<syntaxhighlight lang="javascript"> | p0 dosen't seem to change much, I tried it with 0, 1, 2:<br> | ||
0-Pitch(X): -70.000092<br> | |||
0-Roll(Y): -0.000001<br> | |||
0-Yaw(Z): -43.886459<br> | |||
1-Pitch(X): -70.000092<br> | |||
1-Roll(Y): -0.000001<br> | |||
1-Yaw(Z): -43.886463<br> | |||
2-Pitch(X): -70.000092<br> | |||
2-Roll(Y): -0.000002<br> | |||
2-Yaw(Z): -43.886467 | |||
==Syntax== | |||
<syntaxhighlight lang="javascript"> | |||
mp.game.cam.getGameplayCamRot(p0); | |||
</syntaxhighlight> | |||
=== Required Arguments === | |||
*'''p0:''' int | |||
===Return value=== | |||
*'''Vector3''' | |||
==Example== | |||
<syntaxhighlight lang="javascript"> | |||
//Store the values: | |||
var cam_rot = mp.game.cam.getGameplayCamRot(0); | |||
</syntaxhighlight> | |||
The X component is stored as <syntaxhighlight lang="javascript">cam_rot.x</syntaxhighlight> | |||
Same for Y and Z (keep in mind that when we get a component from a Vector3 we use small letters) | |||
==See also== | |||
{{Cam_s_function_c}} | |||
[[Category:Clientside API]] | |||
[[Category:TODO: Example]] | |||
Latest revision as of 08:08, 1 January 2020
p0 dosen't seem to change much, I tried it with 0, 1, 2:
0-Pitch(X): -70.000092
0-Roll(Y): -0.000001
0-Yaw(Z): -43.886459
1-Pitch(X): -70.000092
1-Roll(Y): -0.000001
1-Yaw(Z): -43.886463
2-Pitch(X): -70.000092
2-Roll(Y): -0.000002
2-Yaw(Z): -43.886467
Syntax
mp.game.cam.getGameplayCamRot(p0);
Required Arguments
- p0: int
Return value
- Vector3
Example
//Store the values:
var cam_rot = mp.game.cam.getGameplayCamRot(0);
The X component is stored as
cam_rot.x
Same for Y and Z (keep in mind that when we get a component from a Vector3 we use small letters)