# Set Dialog Item Camera
Grammar — Set dialogItem Camera to camera for players
Flags —Action
Sets a Dialog Item’s Camera. Currently supported for types Portrait and Unit Model.
# Arguments
int
<control> — Dialog Itemstring
— Cameraplayergroup
— Players
Returns — void
void libNtve_gf_SetDialogItemCamera(
int lp_dialogItem,
string lp_camera,
playergroup lp_players,
);
# Related
Category: Dialog / Dialog Item Tools
- Dialog Item Send Animation Event 2 —
void
— DialogControlSetAnimationState - Position Subtitle to Dialog Item —
void
— DialogSetSubtitlePositionOverrideControl - Clear Subtitle Position Dialog Item —
void
— DialogClearSubtitlePositionOverrideControl - Destroy All Dialog Items —
void
— DialogControlDestroyAll - Dialog Containing Dialog Item —
int
<dialog> — DialogControlGetDialog - Dialog Item Type —
int
<preset::ControlType> — DialogControlGetType - Set Dialog Item Color —
void
— libNtve_gf_SetDialogItemColor - Set Dialog Item Style —
void
— libNtve_gf_SetDialogItemStyle - Set Dialog Item Text Writeout —
void
— libNtve_gf_SetDialogItemTextWriteout - Set Dialog Item Text Writeout Duration —
void
— libNtve_gf_SetDialogItemTextWriteoutDuration - Set Dialog Item Tooltip —
void
— libNtve_gf_SetDialogItemTooltip - Dialog Item Color —
color
— libNtve_gf_DialogItemColor - Dialog Item Style —
string
<fontstyle> — libNtve_gf_DialogItemStyle - Dialog Item Tooltip —
text
— libNtve_gf_DialogItemTooltip - Destroy Dialog Item —
void
— DialogControlDestroy - Set Dialog Item Image —
void
— libNtve_gf_SetDialogItemImage - Set Dialog Item Hover Image —
void
— libNtve_gf_SetDialogItemImage2 - Set Dialog Item Image Type —
void
— libNtve_gf_SetDialogItemImageType - Set Dialog Item Blend Mode —
void
— libNtve_gf_SetDialogItemBlendMode - Set Dialog Item Tiled —
void
— libNtve_gf_SetDialogItemImageType2 - Set Dialog Background —
void
— DialogSetImage - Dialog Item Image —
string
— libNtve_gf_DialogItemImage - Dialog Item Image Type —
int
<preset::ImageType> — libNtve_gf_DialogItemImageType - Fade Dialog Item Transparency —
void
— DialogControlFadeTransparency - Set Dialog Item Flash —
void
— libNtve_gf_SetDialogItemFlash - Set Dialog Item Cutscene —
void
— libNtve_gf_SetDialogItemCutscene - Dialog Item Invoke As Text —
void
— DialogControlInvokeAsText - Dialog Item Invoke As String —
void
— DialogControlInvokeAsString - Dialog Item Send Animation Event —
void
— DialogControlSendAnimationEvent - Dialog Item Set Animation Speed —
void
— DialogControlSetAnimationSpeed - Dialog Item Set Animation Time —
void
— DialogControlSetAnimationTime - Dialog Item Advance Animation —
void
— DialogControlAdvanceAnimation - Dialog Item Force Transition —
void
— DialogControlForceTransition - Dialog Item Request Focus —
void
— DialogControlRequestFocus - Set Dialog Item Achievement —
void
— libNtve_gf_SetDialogItemAchievement - Set Dialog Item Render Priority —
void
— libNtve_gf_SetDialogItemRenderPriority - Set Dialog Item Click On Down —
void
— libNtve_gf_SetDialogItemClickOnDown - Set Dialog Item Toggled —
void
— libNtve_gf_SetDialogItemToggled - Set Dialog Item Movie —
void
— libNtve_gf_SetDialogItemMovie - Set Dialog Item Desaturated —
void
— libNtve_gf_SetDialogItemDesaturated - Set Dialog Item Desaturation Color —
void
— libNtve_gf_SetDialogItemDesaturationColor - Set Dialog Item Custom Tooltip —
void
— libNtve_gf_SetDialogItemCustomTooltip - Set Dialog Item Unit —
void
— libNtve_gf_SetDialogItemUnit - Set Dialog Item Model —
void
— libNtve_gf_SetDialogItemModel - Set Dialog Item Animation —
void
— libNtve_gf_SetDialogItemAnimation - Set Dialog Item Camera —
void
— libNtve_gf_SetDialogItemCamera - Set Dialog Item Border Visible —
void
— libNtve_gf_SetDialogItemBorderVisible - Set Dialog Item Border Image —
void
— libNtve_gf_SetDialogItemBorderImage - Set Dialog Item Background Visible —
void
— libNtve_gf_SetDialogItemBackgroundVisible - Set Dialog Item Use Transition —
void
— libNtve_gf_SetDialogItemUseTransition - Set Dialog Item Muted —
void
— libNtve_gf_SetDialogItemMuted - Set Dialog Item Paused —
void
— libNtve_gf_SetDialogItemPaused - Set Dialog Item Accept Mouse —
void
— libNtve_gf_SetDialogItemAcceptMouse - Set Dialog Item Tint Color —
void
— libNtve_gf_SetDialogItemTintColor - Set Dialog Item Team Color —
void
— libNtve_gf_SetDialogItemTeamColor - Set Dialog Item Light —
void
— libNtve_gf_SetDialogItemLight - Set Dialog Item Transition Model —
void
— libNtve_gf_SetDialogItemTransitionModel - Set Dialog Item Force Visible —
void
— libNtve_gf_SetDialogItemForceVisible - Set Dialog Item Render Type —
void
— libNtve_gf_SetDialogItemRenderType - Set Dialog Item Unit Link —
void
— libNtve_gf_SetDialogItemUnitLink - Set Dialog Item Team Color Index —
void
— libNtve_gf_SetDialogItemTeamColorIndex - Set Dialog Item Animation Duration —
void
— libNtve_gf_SetDialogItemAnimationDuration - Set Dialog Item Animation Time —
void
— libNtve_gf_SetDialogItemAnimationTime - Set Dialog Item Actor —
void
— libNtve_gf_SetDialogItemActor - Set Dialog Item Behavior —
void
— libNtve_gf_SetDialogItemBehavior - Set Dialog Item Hotkey —
void
— libNtve_gf_SetDialogItemHotkey - Set Dialog Item Allowed Mouse Buttons —
void
— libNtve_gf_SetDialogItemAllowedMouseButtons - Set Dialog Item Alpha Mask —
void
— libNtve_gf_SetDialogItemAlphaMask - Set Dialog Item Animation Index —
void
— libNtve_gf_SetDialogItemAnimationIndex - Set Dialog Item Handle —
void
— libNtve_gf_SetDialogItemHandle - Set Dialog Item Border Color —
void
— libNtve_gf_SetDialogItemBorderColor - Set Dialog Item Fill Color —
void
— libNtve_gf_SetDialogItemFillColor - Set Dialog Item Submenu —
void
— libNtve_gf_SetDialogItemSubmenu - Set Dialog Item Unit Group —
void
— libNtve_gf_SetDialogItemUnitGroup - Set Dialog Item PlayerId —
void
— libNtve_gf_SetDialogItemPlayerId - Set Dialog Item Score Value Link —
void
— libNtve_gf_SetDialogItemScoreValueLink - Set Dialog Item State Index —
void
— libNtve_gf_SetDialogItemStateIndex
# Examples
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:9488
libNtve_gf_SetDialogItemUnitLink(libSwaC_gv_zS_ArmyCustomMissionUnits[lv_index], libSwaC_gf_ZS_StoryArmyUnitUnitType(lv_indexArmyUnit), PlayerGroupAll());
}
libNtve_gf_SetDialogItemCamera(libSwaC_gv_zS_ArmyCustomMissionUnits[lv_index], libSwaC_gf_ZS_ArmyUnitBonusMissionCamera(lv_indexArmyUnit), PlayerGroupAll());
libNtve_gf_SetDialogItemText(libSwaC_gv_zS_ArmyCustomMissionUnitFrameLabel[lv_index], libSwaC_gf_StoryArmyUnitArmyName(lv_indexArmyUnit), PlayerGroupAll());
libNtve_gf_SetDialogItemCamera(libSwaC_gv_zS_ArmyCustomMissionUnits[lv_index], libSwaC_gf_ZS_ArmyUnitPlanetPanelCamera(lv_indexArmyUnit), PlayerGroupAll());
campaigns/swarmstory.sc2campaign — base.sc2data/TriggerLibs/SwarmCampaignLib.galaxy:9490
libNtve_gf_SetDialogItemCamera(libSwaC_gv_zS_ArmyCustomMissionUnits[lv_index], libSwaC_gf_ZS_ArmyUnitBonusMissionCamera(lv_indexArmyUnit), PlayerGroupAll());
libNtve_gf_SetDialogItemText(libSwaC_gv_zS_ArmyCustomMissionUnitFrameLabel[lv_index], libSwaC_gf_StoryArmyUnitArmyName(lv_indexArmyUnit), PlayerGroupAll());
libNtve_gf_SetDialogItemCamera(libSwaC_gv_zS_ArmyCustomMissionUnits[lv_index], libSwaC_gf_ZS_ArmyUnitPlanetPanelCamera(lv_indexArmyUnit), PlayerGroupAll());
TextExpressionSetToken("Param/Expression/lib_SwaC_7FD2F0AE", "A", libSwaC_gf_StoryArmyUnitName(lv_indexArmyUnit));
TextExpressionSetToken("Param/Expression/lib_SwaC_7FD2F0AE", "B", libSwaC_gf_ZS_ArmyUnitTooltip2(lv_indexArmyUnit));
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:1469
lv_unitFrameIndex += 1;
libNtve_gf_SetDialogItemUnitLink(lib281DEC45_gv_zSS_UITravelRewardUnit[lv_unitFrameIndex], (CatalogFieldValueGet(c_gameCatalogArmyCategory, libSwaC_gf_MissionArmyCategoryUnlocked(lv_indexMap), "Unit", c_playerAny)), PlayerGroupAll());
libNtve_gf_SetDialogItemCamera(lib281DEC45_gv_zSS_UITravelRewardUnit[lv_unitFrameIndex], libSwaC_gf_StoryArmyCategoryPlanetCamera(libSwaC_gf_MissionArmyCategoryUnlocked(lv_indexMap)), PlayerGroupAll());
libNtve_gf_SetDialogItemTeamColor(lib281DEC45_gv_zSS_UITravelRewardUnit[lv_unitFrameIndex], libNtve_gf_ConvertPlayerColorToColor(libSwaC_gf_CampaignKerriganZergPlayerColor()), PlayerGroupAll());
DialogControlSetVisible(lib281DEC45_gv_zSS_UITravelRewardUnitPanel[lv_unitFrameIndex], PlayerGroupAll(), true);
campaigns/swarmstoryutil.sc2mod — base.sc2data/Lib281DEC45.galaxy:1643
DialogControlSetVisible(lib281DEC45_gv_zSS_MissionTechnologyTitle, PlayerGroupAll(), true);
libNtve_gf_SetDialogItemUnitLink(lib281DEC45_gv_zSS_MissionUnit, (CatalogFieldValueGet(c_gameCatalogArmyCategory, libSwaC_gf_MissionArmyCategoryUnlocked(lib281DEC45_gv_zSS_NextMission), "Unit", c_playerAny)), PlayerGroupAll());
libNtve_gf_SetDialogItemCamera(lib281DEC45_gv_zSS_MissionUnit, libSwaC_gf_StoryArmyCategoryPlanetCamera(libSwaC_gf_MissionArmyCategoryUnlocked(lib281DEC45_gv_zSS_NextMission)), PlayerGroupAll());
libNtve_gf_SetDialogItemTeamColor(lib281DEC45_gv_zSS_MissionUnit, libNtve_gf_ConvertPlayerColorToColor(libSwaC_gf_CampaignKerriganZergPlayerColor()), PlayerGroupAll());
TextExpressionSetToken("Param/Expression/lib_281DEC45_0E2BCC46", "A", libSwaC_gf_StoryArmyCategoryName(libSwaC_gf_MissionArmyCategoryUnlocked(lib281DEC45_gv_zSS_NextMission)));
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:1988
DialogControlSetVisible(libVCUI_gv_pU_MissionRewardUnitName, PlayerGroupAll(), true);
libNtve_gf_SetDialogItemUnitLink(libVCUI_gv_pU_MissionRewardUnitModel, libVoiC_gf_PC_ArmyCategoryUnitType(lv_rewardCategory), PlayerGroupAll());
libNtve_gf_SetDialogItemCamera(libVCUI_gv_pU_MissionRewardUnitModel, libVoiC_gf_PC_ArmyCategoryPlanetCamera(lv_rewardCategory), PlayerGroupAll());
libNtve_gf_SetDialogItemTeamColor(libVCUI_gv_pU_MissionRewardUnitModel, libNtve_gf_ConvertPlayerColorToColor(libVCMI_gf_CampaignPlayerColor()), PlayerGroupAll());
TextExpressionSetToken("Param/Expression/lib_VCUI_225AD1C1", "A", libVoiC_gf_PC_ArmyCategoryName(lv_rewardCategory));
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:1999
DialogControlSetVisible(libVCUI_gv_pU_MissionRewardUnitName2, PlayerGroupAll(), true);
libNtve_gf_SetDialogItemUnitLink(libVCUI_gv_pU_MissionRewardUnitModel2, "ShieldBattery", PlayerGroupAll());
libNtve_gf_SetDialogItemCamera(libVCUI_gv_pU_MissionRewardUnitModel2, libVoiC_gf_PC_ArmyCategoryPlanetCamera("ShieldBattery"), PlayerGroupAll());
libNtve_gf_SetDialogItemTeamColor(libVCUI_gv_pU_MissionRewardUnitModel2, libNtve_gf_ConvertPlayerColorToColor(libVCMI_gf_CampaignPlayerColor()), PlayerGroupAll());
TextExpressionSetToken("Param/Expression/lib_VCUI_2A34C43A", "A", libVoiC_gf_PC_ArmyCategoryName("ShieldBattery"));
campaigns/voidstory.sc2campaign — base.sc2data/TriggerLibs/VoidCampaignUILib.galaxy:3080
if ((libVoiC_gf_MissionArmyCategoryUnlocked(lv_indexMission) != null)) {
libNtve_gf_SetDialogItemUnitLink(libVCUI_gv_pU_StarmapUnitModels[lv_index], libVoiC_gf_PC_ArmyCategoryUnitType(libVoiC_gf_MissionArmyCategoryUnlocked(lv_indexMission)), PlayerGroupAll());
libNtve_gf_SetDialogItemCamera(libVCUI_gv_pU_StarmapUnitModels[lv_index], libVoiC_gf_PC_ArmyCategoryPlanetCamera(libVoiC_gf_MissionArmyCategoryUnlocked(lv_indexMission)), PlayerGroupAll());
TextExpressionSetToken("Param/Expression/lib_VCUI_560481B1", "Name", UnitTypeGetName(libVoiC_gf_PC_ArmyCategoryUnitType(libVoiC_gf_MissionArmyCategoryUnlocked(lv_indexMission))));
libNtve_gf_SetDialogItemText(libVCUI_gv_pU_StarmapUnitLabel[lv_index], TextExpressionAssemble("Param/Expression/lib_VCUI_560481B1"), PlayerGroupAll());
mods/warcoop/warcoopdata.sc2mod — base.sc2data/TriggerLibs/WarCoopData.galaxy:3089
if (lv_player < 0) { break; }
libNtve_gf_SetDialogItemTeamColor(libWCdr_gv_gameUI.lv_hero_Portrait, libNtve_gf_ConvertPlayerColorToColor(PlayerGetColorIndex(lv_player, false)), PlayerGroupSingle(lv_player));
libNtve_gf_SetDialogItemCamera(libWCdr_gv_gameUI.lv_hero_Portrait, "Camera01", PlayerGroupAll());
}
return true;