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setCameraFieldOfView

Client-side
Server-side
Shared

Pair: getCameraFieldOfView

Updated in 1.6.0 r23300

This function sets the field of view of the dynamic camera - this is the field of view of the non-fixed camera - yes, the camera that the user can control whilst on foot or in a vehicle. The higher the field of view angle, the more you will be able to see to your sides.

Note
  • This function omits (but doesn't override) the user game option in Settings -> Video -> FOV.
  • It doesn't affect the FOV for the following camera modes: player aiming, vehicle front bumper camera, fixed camera.
Caution

When fov is > 100, some unexpected things may happen to the camera, particularly in vehicles, use carefully!

OOP Syntax Help! I don't understand this!

  • Method:Camera.setFieldOfView(...)

Syntax

bool setCameraFieldOfView ( string cameraMode, float fieldOfView, [ bool instant = false ] )
Required Arguments
  • cameraMode: The camera mode to set the field of view of.
    • player: whilst walking/running
    • vehicle: whilst in vehicle
    • vehicle_max: the max the field of view can go to when the vehicle is moving at a high speed (must be higher than "vehicle")
  • fieldOfView: The field of view angle, 0 to 179.
Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use.

  • instant (default: false): If set to true, the value is applied immediately, without delay (does not work with "vehicle_max").

Returns

  • bool: result

Returns true if the arguments are valid, false otherwise.

Code Examples

client

In this example, the field of view for 'player walking/running' camera is set to 20, once resource fully starts.

local function changeCameraFovOnClientResourceStart()
setCameraFieldOfView("player", 20)
end
addEventHandler("onClientResourceStart", resourceRoot, changeCameraFovOnClientResourceStart)

Changelog

  • 1.6.0 r23300

    Added instant argument.