# 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 Item
- string— Camera
- playergroup— 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;