preloadCamera: Difference between revisions
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{{RV|type=command | {{RV|type=command | ||
| ofpe | |game1= ofpe | ||
| 1.00 | |version1= 1.00 | ||
|game2= arma1 | |game2= arma1 | ||
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Returns true once all data is ready. See [[camPreload]] for alternative, more flexible camera preloading. | Returns true once all data is ready. See [[camPreload]] for alternative, more flexible camera preloading. | ||
|s1= | |s1= [[preloadCamera]] position | ||
|p1= position: [[Array]] | |p1= position: [[Array]] format [[Position]] | ||
|r1=[[Boolean]] | |r1= [[Boolean]] | ||
|x1= < | |x1= <sqf>waitUntil { preloadCamera markerPos "cam_location_2" };</sqf> | ||
|seealso= [[camPreload]] | |seealso= [[camPreload]] [[camPreloaded]] | ||
}} | }} | ||
Latest revision as of 12:02, 30 April 2024
Description
- Description:
- Preload all textures and models around given Position to avoid visual artifacts after camera is moved. Should be used before any abrupt camera change/cut. Returns true once all data is ready. See camPreload for alternative, more flexible camera preloading.
- Groups:
- Camera Control
Syntax
- Syntax:
- preloadCamera position
- Parameters:
- position: Array format Position
- Return Value:
- Boolean
Examples
- Example 1:
Additional Information
- See also:
- camPreload camPreloaded
Notes
-
Report bugs on the Feedback Tracker and/or discuss them on the Arma Discord or on the Forums.
Only post proven facts here! Add Note
Categories:
- Scripting Commands
- Introduced with Operation Flashpoint: Elite version 1.00
- Operation Flashpoint: Elite: New Scripting Commands
- Operation Flashpoint: Elite: Scripting Commands
- ArmA: Armed Assault: Scripting Commands
- Arma 2: Scripting Commands
- Arma 2: Operation Arrowhead: Scripting Commands
- Take On Helicopters: Scripting Commands
- Arma 3: Scripting Commands
- Command Group: Camera Control