# Make Camera Look At

Grammar — Make the camera look at p for player player over duration seconds with initialVelocity% initial velocity, decelerate% deceleration
FlagsNative | Action

Adjusts the camera to look at the new target point without changing the camera eye position.

# Arguments

  • int — Player
  • point — Point
  • fixed — Duration
  • fixed — Initial Velocity
  • fixed — Decelerate

Returns — void

native void CameraLookAt(
	int player,
	point p,
	fixed duration,
	fixed velocity,
	fixed decelerate,
);

Category: Camera / Basic

# Examples

campaigns/liberty.sc2campaignbase.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.sc2mapMapScript.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);