# Force Follow Unit Group with Camera
Grammar — doDoNot force following the active unit group for player player with the camera
Flags —Native
|Action
Toggles whether the camera is forced to follow the active follow unit group. If it is not forced to follow then it will rely on the player’s local follow state.
# Arguments
int
— Playerbool
<preset::Do_Do_Not_Option> — Do/Do Not
Returns — void
native void CameraForceFollowUnitGroup(
int player,
bool forced,
);
# Related
Category: Camera / Camera Tricks
- Lock Camera Input —
void
— CameraLockInput - Set Camera Bounds —
void
— CameraSetBounds - Shake Camera —
void
— CameraShakeStart - Shake Camera Using Preset —
void
— CameraShake - Stop Shaking Camera —
void
— CameraShakeStop - Zoom Camera —
void
— libNtve_gf_SwooshCamera - Follow Unit Group with Camera —
void
— CameraFollowUnitGroup - Unit Group Followed By Camera —
unitgroup
— CameraFollowUnitGroupGet - Force Follow Unit Group with Camera —
void
— CameraForceFollowUnitGroup - Make Camera Look At And Follow Unit —
void
— CameraLookAtUnit - Make Camera Look At And Follow Actor —
void
— CameraLookAtActor - Lock Camera Mouse Relative Mode On/Off —
void
— CameraForceMouseRelative - Turn Camera Mouse Rotation On/Off —
void
— CameraSetMouseRotates - Set Camera Mouse Rotation Speed —
void
— CameraSetMouseRotationSpeed - Turn Camera Height Displacement On/Off —
void
— CameraUseHeightDisplacement - Turn Camera Height Smoothing On/Off —
void
— CameraUseHeightSmoothing - Turn Camera Vertical Field Of View On/Off —
void
— CameraSetVerticalFieldOfView
# Examples
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignMissionLib.galaxy:6658
UISetSelectionTypeEnabled(PlayerGroupAll(), c_localSelectionTypeUnknown, false);
CameraFollowUnitGroup(1, UnitLastCreatedGroup(), true, false);
CameraForceFollowUnitGroup(1, true);
CameraLockInput(1, true);
AITimePause(true);
mods/heroesbrawlmods/brawlmapmods/coop/escapefrombraxis.stormmod — base.stormdata/LibPEB1.galaxy:9873
VisRevealArea(auto35A7B0B1_var, RegionPlayableMap(), 0.0, false);
PlayerOptionOverride(auto35A7B0B1_var, "camerafollow", "0");
CameraForceFollowUnitGroup(auto35A7B0B1_var, false);
CameraApplyInfo(auto35A7B0B1_var, CameraInfoDefault(), 2.0, -1, 10.0, false);
CameraPan(auto35A7B0B1_var, PointWithOffsetPolar(libPEB1_gv_victoryPanPoint, 3.0, 90.0), 2.0, -1, 10.0, false);
mods/heroesbrawlmods/brawlmapmods/coop/escapefrombraxis.stormmod — base.stormdata/LibPEB1.galaxy:10035
UnitIssueOrder(lv_heroUnit, Order(AbilityCommand("move", 2)), c_orderQueueAddToEnd);
PlayerOptionOverride(lv_playerIndex, "camerafollow", "0");
CameraForceFollowUnitGroup(lv_playerIndex, false);
CameraApplyInfo(lv_playerIndex, CameraInfoDefault(), 0.0, -1, 10.0, false);
CameraPan(lv_playerIndex, libPEB1_gv_shelter.lv_cameraPanPoint, 0.0, -1, 10.0, false);
mods/heroesdata.stormmod — base.stormdata/TriggerLibs/GameLib.galaxy:1065
if ((libGame_gv_cameraFollowForced[lp_player] == true)) {
libGame_gv_cameraFollowForced[lp_player] = false;
CameraForceFollowUnitGroup(lp_player, false);
}
mods/missionpacks/novacampaign.sc2mod — base.sc2data/LibNCMI.galaxy:5777
UISetSelectionTypeEnabled(PlayerGroupAll(), c_localSelectionTypeUnknown, false);
CameraFollowUnitGroup(1, UnitLastCreatedGroup(), true, false);
CameraForceFollowUnitGroup(1, true);
CameraLockInput(1, true);
AITimePause(true);