# Make Camera Look At
Grammar — Make the camera look at p for player player over duration seconds with initialVelocity% initial velocity, decelerate% deceleration
Flags —Native
|Action
Adjusts the camera to look at the new target point without changing the camera eye position.
# Arguments
int
— Playerpoint
— Pointfixed
— Durationfixed
— Initial Velocityfixed
— Decelerate
Returns — void
native void CameraLookAt(
int player,
point p,
fixed duration,
fixed velocity,
fixed decelerate,
);
# Related
Category: Camera / Basic
- Apply Camera Object —
void
— CameraApplyInfo - Default Game Camera —
camerainfo
— CameraInfoDefault - Pan Camera —
void
— CameraPan - Make Camera Look At —
void
— CameraLookAt - Camera Target Of Player —
point
— CameraGetTarget - Camera Pitch of Player —
fixed
— CameraGetPitch - Camera Yaw of Player —
fixed
— CameraGetYaw - Camera Distance of Player —
fixed
— CameraGetDistance - Save Camera —
void
— CameraSave - Restore Camera —
void
— CameraRestore - Set Camera Channel On Portrait —
void
— CameraSetChannelOnPortrait - Clear Camera Channel On Portrait —
void
— CameraClearChannelOnPortrait - Set Camera Data —
void
— CameraSetData
# Examples
campaigns/liberty.sc2campaign — base.sc2maps/maps/campaign/tstory01.sc2map/MapScript.galaxy:37371
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_ActorUnit(ge_ActorID_ActorRaynor)), c_animNameDefault, 20.0);
CameraApplyInfo(1, CameraInfoFromId(635), 0.0, -1, 10, true);
CameraLookAt(1, CameraInfoGetTarget(CameraInfoFromId(997)), 3.0, -1, 20);
libNtve_gf_SendTransmissionSimple(TransmissionSourceFromUnit(gf_ActorUnit(ge_ActorID_ActorRaynor), false, false, "Talk"), c_invalidPortraitId, SoundLink("ScriptedScenesArmoryRaynor00010", 0), 0.0, c_transmissionDurationAdd, false);
TransmissionWait(TransmissionLastSent(), 2.0);
campaigns/liberty.sc2campaign/base.sc2maps/maps/campaign/tstory01.sc2map — MapScript.galaxy:37371
libNtve_gf_SetAnimationCompletion(libNtve_gf_MainActorofUnit(gf_ActorUnit(ge_ActorID_ActorRaynor)), c_animNameDefault, 20.0);
CameraApplyInfo(1, CameraInfoFromId(635), 0.0, -1, 10, true);
CameraLookAt(1, CameraInfoGetTarget(CameraInfoFromId(997)), 3.0, -1, 20);
libNtve_gf_SendTransmissionSimple(TransmissionSourceFromUnit(gf_ActorUnit(ge_ActorID_ActorRaynor), false, false, "Talk"), c_invalidPortraitId, SoundLink("ScriptedScenesArmoryRaynor00010", 0), 0.0, c_transmissionDurationAdd, false);
TransmissionWait(TransmissionLastSent(), 2.0);