Skip to content

VimpNativesCam ​

@vimp-mp/types 2.0.1

Interface · GTA V natives API

ts
interface VimpNativesCam

Members ​

_activateCamWithInterpAndFovCurve ​

ts
_activateCamWithInterpAndFovCurve(camto: number, camfrom: number, duration: number, easelocation: number, easerotation: number, easefov: number): void

_getThirdPersonCamMaxOrbitDistanceSpring ​

ts
_getThirdPersonCamMaxOrbitDistanceSpring(): number

_getThirdPersonCamMinOrbitDistanceSpring ​

ts
_getThirdPersonCamMinOrbitDistanceSpring(): number

_interpolateCamWithParams ​

ts
_interpolateCamWithParams(camera: number, camposx: number, camposy: number, camposz: number, camrotx: number, camroty: number, camrotz: number, fov: number, duration: number, poscurvetype: number, rotcurvetype: number, rotorder: number, fovcurvetype: number): void

addCamSplineNode ​

ts
addCamSplineNode(camera: number, x: number, y: number, z: number, xrot: number, yrot: number, zrot: number, length: number, smoothingstyle: number, rotationorder: number): void

addCamSplineNodeUsingCamera ​

ts
addCamSplineNodeUsingCamera(cam: number, cam2: number, length: number, p3: number): void

addCamSplineNodeUsingCameraFrame ​

ts
addCamSplineNodeUsingCameraFrame(cam: number, cam2: number, length: number, p3: number): void

addCamSplineNodeUsingGameplayFrame ​

ts
addCamSplineNodeUsingGameplayFrame(cam: number, length: number, p2: number): void

allowMotionBlurDecay ​

ts
allowMotionBlurDecay(p0: number, p1: boolean): void

animatedShakeCam ​

ts
animatedShakeCam(cam: number, p1: string, p2: string, p3: string, amplitude: number): void

animatedShakeScriptGlobal ​

ts
animatedShakeScriptGlobal(p0: string, p1: string, p2: string, p3: number): void

areWidescreenBordersActive ​

ts
areWidescreenBordersActive(): boolean

attachCamToEntity ​

ts
attachCamToEntity(cam: number, entity: number, xoffset: number, yoffset: number, zoffset: number, isrelative: boolean): void

attachCamToPedBone ​

ts
attachCamToPedBone(cam: number, ped: number, boneindex: number, x: number, y: number, z: number, heading: boolean): void

attachCamToVehicleBone ​

ts
attachCamToVehicleBone(cam: number, vehicle: number, boneindex: number, relativerotation: boolean, rotx: number, roty: number, rotz: number, offsetx: number, offsety: number, offsetz: number, fixeddirection: boolean): void

blockFirstPersonOrientationResetThisUpdate ​

ts
blockFirstPersonOrientationResetThisUpdate(): void

bypassCameraCollisionBuoyancyTestThisUpdate ​

ts
bypassCameraCollisionBuoyancyTestThisUpdate(): void

bypassCutsceneCamRenderingThisUpdate ​

ts
bypassCutsceneCamRenderingThisUpdate(): void

cameraPreventCollisionSettingsForTripleheadInInteriorsThisUpdate ​

ts
cameraPreventCollisionSettingsForTripleheadInInteriorsThisUpdate(): void

createCam ​

ts
createCam(camname: string, p1: boolean): number

createCamera ​

ts
createCamera(camhash: number, p1: boolean): number

createCameraWithParams ​

ts
createCameraWithParams(camhash: number, posx: number, posy: number, posz: number, rotx: number, roty: number, rotz: number, fov: number, p8: boolean, p9: number): number

createCamWithParams ​

ts
createCamWithParams(camname: string, posx: number, posy: number, posz: number, rotx: number, roty: number, rotz: number, fov: number, p8: boolean, p9: number): number

createCinematicShot ​

ts
createCinematicShot(p0: number, time: number, p2: boolean, entity: number): void

destroyAllCams ​

ts
destroyAllCams(bscripthostcam: boolean): void

destroyCam ​

ts
destroyCam(cam: number, bscripthostcam: boolean): void

detachCam ​

ts
detachCam(cam: number): void

disableAimCamThisUpdate ​

ts
disableAimCamThisUpdate(): void

disableCamCollisionForObject ​

ts
disableCamCollisionForObject(entity: number): void

disableCinematicBonnetCameraThisUpdate ​

ts
disableCinematicBonnetCameraThisUpdate(): void

disableCinematicSlowMoThisUpdate ​

ts
disableCinematicSlowMoThisUpdate(): boolean

disableCinematicVehicleIdleModeThisUpdate ​

ts
disableCinematicVehicleIdleModeThisUpdate(): void

disableFirstPersonCameraWaterClippingTestThisUpdate ​

ts
disableFirstPersonCameraWaterClippingTestThisUpdate(): void

disableFirstPersonFlashEffectThisUpdate ​

ts
disableFirstPersonFlashEffectThisUpdate(): void

disableGameplayCamAltitudeFovScalingThisUpdate ​

ts
disableGameplayCamAltitudeFovScalingThisUpdate(): void

disableNearClipScanThisUpdate ​

ts
disableNearClipScanThisUpdate(): void

disableOnFootFirstPersonViewThisUpdate ​

ts
disableOnFootFirstPersonViewThisUpdate(): void

doesCamExist ​

ts
doesCamExist(cam: number): boolean

doScreenFadeIn ​

ts
doScreenFadeIn(duration: number): void

doScreenFadeOut ​

ts
doScreenFadeOut(duration: number): void

forceBonnetCameraRelativeHeadingAndPitch ​

ts
forceBonnetCameraRelativeHeadingAndPitch(p0: number, p1: number): void

forceCameraRelativeHeadingAndPitch ​

ts
forceCameraRelativeHeadingAndPitch(roll: number, pitch: number, yaw: number): void

forceCamFarClip ​

ts
forceCamFarClip(cam: number, p1: number): void

forceCinematicRenderingThisUpdate ​

ts
forceCinematicRenderingThisUpdate(toggle: boolean): void

forceTightspaceCustomFramingThisUpdate ​

ts
forceTightspaceCustomFramingThisUpdate(): void

forceVehicleCamStuntSettingsThisUpdate ​

ts
forceVehicleCamStuntSettingsThisUpdate(): void

getCamActiveViewModeContext ​

ts
getCamActiveViewModeContext(): number

getCamAnimCurrentPhase ​

ts
getCamAnimCurrentPhase(cam: number): number

getCamCoord ​

ts
getCamCoord(cam: number): { x: number; y: number; z: number }

getCamDofStrength ​

ts
getCamDofStrength(cam: number): number

getCamFarClip ​

ts
getCamFarClip(cam: number): number

getCamFarDof ​

ts
getCamFarDof(cam: number): number

getCamFov ​

ts
getCamFov(cam: number): number

getCamNearClip ​

ts
getCamNearClip(cam: number): number

getCamNearDof ​

ts
getCamNearDof(cam: number): number

getCamRot ​

ts
getCamRot(cam: number, rotationorder: number): { x: number; y: number; z: number }

getCamSplineNodeIndex ​

ts
getCamSplineNodeIndex(cam: number): number

getCamSplineNodePhase ​

ts
getCamSplineNodePhase(cam: number): number

getCamSplinePhase ​

ts
getCamSplinePhase(cam: number): number

getCamViewModeForContext ​

ts
getCamViewModeForContext(context: number): number

getDebugCam ​

ts
getDebugCam(): number

getFinalRenderedCamCoord ​

ts
getFinalRenderedCamCoord(): { x: number; y: number; z: number }

getFinalRenderedCamFarClip ​

ts
getFinalRenderedCamFarClip(): number

getFinalRenderedCamFarDof ​

ts
getFinalRenderedCamFarDof(): number

getFinalRenderedCamFov ​

ts
getFinalRenderedCamFov(): number

getFinalRenderedCamMotionBlurStrength ​

ts
getFinalRenderedCamMotionBlurStrength(): number

getFinalRenderedCamNearClip ​

ts
getFinalRenderedCamNearClip(): number

getFinalRenderedCamNearDof ​

ts
getFinalRenderedCamNearDof(): number

getFinalRenderedCamRot ​

ts
getFinalRenderedCamRot(rotationorder: number): { x: number; y: number; z: number }

getFinalRenderedRemotePlayerCamFov ​

ts
getFinalRenderedRemotePlayerCamFov(player: number): number

getFinalRenderedRemotePlayerCamRot ​

ts
getFinalRenderedRemotePlayerCamRot(player: number, rotationorder: number): { x: number; y: number; z: number }

getFirstPersonAimCamZoomFactor ​

ts
getFirstPersonAimCamZoomFactor(): number

getFocusPedOnScreen ​

ts
getFocusPedOnScreen(p0: number, p1: number, p2: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number): number

getFollowPedCamViewMode ​

ts
getFollowPedCamViewMode(): number

getFollowPedCamZoomLevel ​

ts
getFollowPedCamZoomLevel(): number

getFollowVehicleCamViewMode ​

ts
getFollowVehicleCamViewMode(): number

getFollowVehicleCamZoomLevel ​

ts
getFollowVehicleCamZoomLevel(): number

getGameplayCamCoord ​

ts
getGameplayCamCoord(): { x: number; y: number; z: number }

getGameplayCamFov ​

ts
getGameplayCamFov(): number

getGameplayCamRelativeHeading ​

ts
getGameplayCamRelativeHeading(): number

getGameplayCamRelativePitch ​

ts
getGameplayCamRelativePitch(): number

getGameplayCamRot ​

ts
getGameplayCamRot(rotationorder: number): { x: number; y: number; z: number }

getRenderingCam ​

ts
getRenderingCam(): number

hardAttachCamToEntity ​

ts
hardAttachCamToEntity(cam: number, entity: number, xrot: number, yrot: number, zrot: number, xoffset: number, yoffset: number, zoffset: number, isrelative: boolean): void

hardAttachCamToPedBone ​

ts
hardAttachCamToPedBone(cam: number, ped: number, boneindex: number, p3: number, p4: number, p5: number, p6: number, p7: number, p8: number, p9: boolean): void

ignoreMenuPreferenceForBonnetCameraThisUpdate ​

ts
ignoreMenuPreferenceForBonnetCameraThisUpdate(): void

invalidateCinematicVehicleIdleMode ​

ts
invalidateCinematicVehicleIdleMode(): void

invalidateIdleCam ​

ts
invalidateIdleCam(): void

isAimCamActive ​

ts
isAimCamActive(): boolean

isAimCamActiveInAccurateMode ​

ts
isAimCamActiveInAccurateMode(): boolean

isAllowedIndependentCameraModes ​

ts
isAllowedIndependentCameraModes(): boolean

isBonnetCinematicCamRendering ​

ts
isBonnetCinematicCamRendering(): boolean

isCamActive ​

ts
isCamActive(cam: number): boolean

isCamInterpolating ​

ts
isCamInterpolating(cam: number): boolean

isCamPlayingAnim ​

ts
isCamPlayingAnim(cam: number, animname: string, animdictionary: string): boolean

isCamRendering ​

ts
isCamRendering(cam: number): boolean

isCamShaking ​

ts
isCamShaking(cam: number): boolean

isCamSplinePaused ​

ts
isCamSplinePaused(cam: number): boolean

isCinematicCamInputActive ​

ts
isCinematicCamInputActive(): boolean

isCinematicCamRendering ​

ts
isCinematicCamRendering(): boolean

isCinematicCamShaking ​

ts
isCinematicCamShaking(): boolean

isCinematicFirstPersonVehicleInteriorCamRendering ​

ts
isCinematicFirstPersonVehicleInteriorCamRendering(): boolean

isCinematicIdleCamRendering ​

ts
isCinematicIdleCamRendering(): boolean

isCinematicShotActive ​

ts
isCinematicShotActive(p0: number): boolean

isCodeGameplayHintActive ​

ts
isCodeGameplayHintActive(): boolean

isFirstPersonAimCamActive ​

ts
isFirstPersonAimCamActive(): boolean

isFollowPedCamActive ​

ts
isFollowPedCamActive(): boolean

isFollowVehicleCamActive ​

ts
isFollowVehicleCamActive(): boolean

isGameplayCamLookingBehind ​

ts
isGameplayCamLookingBehind(): boolean

isGameplayCamRendering ​

ts
isGameplayCamRendering(): boolean

isGameplayCamShaking ​

ts
isGameplayCamShaking(): boolean

isGameplayHintActive ​

ts
isGameplayHintActive(): boolean

isInterpolatingFromScriptCams ​

ts
isInterpolatingFromScriptCams(): boolean

isInterpolatingToScriptCams ​

ts
isInterpolatingToScriptCams(): boolean

isInVehicleMobilePhoneCameraRendering ​

ts
isInVehicleMobilePhoneCameraRendering(): boolean

isScreenFadedIn ​

ts
isScreenFadedIn(): boolean

isScreenFadedOut ​

ts
isScreenFadedOut(): boolean

isScreenFadingIn ​

ts
isScreenFadingIn(): boolean

isScreenFadingOut ​

ts
isScreenFadingOut(): boolean

isScriptGlobalShaking ​

ts
isScriptGlobalShaking(): boolean

isSphereVisible ​

ts
isSphereVisible(x: number, y: number, z: number, radius: number): boolean

overrideCamSplineMotionBlur ​

ts
overrideCamSplineMotionBlur(cam: number, p1: number, p2: number, p3: number): void

overrideCamSplineVelocity ​

ts
overrideCamSplineVelocity(cam: number, p1: number, p2: number, p3: number): void

playCamAnim ​

ts
playCamAnim(cam: number, animname: string, animdictionary: string, x: number, y: number, z: number, xrot: number, yrot: number, zrot: number, p9: boolean, p10: number): boolean

playSynchronizedCamAnim ​

ts
playSynchronizedCamAnim(p0: number, p1: number, animname: string, animdictionary: string): boolean

pointCamAtCoord ​

ts
pointCamAtCoord(cam: number, x: number, y: number, z: number): void

pointCamAtEntity ​

ts
pointCamAtEntity(cam: number, entity: number, p2: number, p3: number, p4: number, p5: boolean): void

pointCamAtPedBone ​

ts
pointCamAtPedBone(cam: number, ped: number, boneindex: number, x: number, y: number, z: number, p6: boolean): void

renderScriptCams ​

ts
renderScriptCams(render: boolean, ease: boolean, easetime: number, p3: boolean, p4: boolean, p5: number): void

replayGetMaxDistanceAllowedFromPlayer ​

ts
replayGetMaxDistanceAllowedFromPlayer(): number

resetGameplayCamFullAttachParentTransformTimer ​

ts
resetGameplayCamFullAttachParentTransformTimer(): void

setAllowCustomVehicleDriveByCamThisUpdate ​

ts
setAllowCustomVehicleDriveByCamThisUpdate(p0: boolean): void

setCamActive ​

ts
setCamActive(cam: number, active: boolean): void

setCamActiveWithInterp ​

ts
setCamActiveWithInterp(camto: number, camfrom: number, duration: number, easelocation: number, easerotation: number): void

setCamAffectsAiming ​

ts
setCamAffectsAiming(cam: number, toggle: boolean): void

setCamAnimCurrentPhase ​

ts
setCamAnimCurrentPhase(cam: number, phase: number): void

setCamControlsMiniMapHeading ​

ts
setCamControlsMiniMapHeading(cam: number, toggle: boolean): void

setCamCoord ​

ts
setCamCoord(cam: number, posx: number, posy: number, posz: number): void

setCamDeathFailEffectState ​

ts
setCamDeathFailEffectState(p0: number): void

setCamDebugName ​

ts
setCamDebugName(camera: number, name: string): void

setCamDofFnumberOfLens ​

ts
setCamDofFnumberOfLens(camera: number, p1: number): void

setCamDofFocalLengthMultiplier ​

ts
setCamDofFocalLengthMultiplier(camera: number, multiplier: number): void

setCamDofFocusDistanceBias ​

ts
setCamDofFocusDistanceBias(camera: number, p1: number): void

setCamDofMaxNearInFocusDistance ​

ts
setCamDofMaxNearInFocusDistance(camera: number, p1: number): void

setCamDofMaxNearInFocusDistanceBlendLevel ​

ts
setCamDofMaxNearInFocusDistanceBlendLevel(camera: number, p1: number): void

setCamDofOverriddenFocusDistance ​

ts
setCamDofOverriddenFocusDistance(camera: number, p1: number): void

setCamDofOverriddenFocusDistanceBlendLevel ​

ts
setCamDofOverriddenFocusDistanceBlendLevel(p0: number, p1: number): void

setCamDofPlanes ​

ts
setCamDofPlanes(cam: number, p1: number, p2: number, p3: number, p4: number): void

setCamDofShouldKeepLookAtTargetInFocus ​

ts
setCamDofShouldKeepLookAtTargetInFocus(camera: number, state: boolean): void

setCamDofStrength ​

ts
setCamDofStrength(cam: number, dofstrength: number): void

setCamFarClip ​

ts
setCamFarClip(cam: number, farclip: number): void

setCamFarDof ​

ts
setCamFarDof(cam: number, fardof: number): void

setCamFov ​

ts
setCamFov(cam: number, fieldofview: number): void

setCamInheritRollVehicle ​

ts
setCamInheritRollVehicle(cam: number, p1: boolean): void

setCamIsInsideVehicle ​

ts
setCamIsInsideVehicle(cam: number, toggle: boolean): void

setCamMotionBlurStrength ​

ts
setCamMotionBlurStrength(cam: number, strength: number): void

setCamNearClip ​

ts
setCamNearClip(cam: number, nearclip: number): void

setCamNearDof ​

ts
setCamNearDof(cam: number, neardof: number): void

setCamParams ​

ts
setCamParams(cam: number, posx: number, posy: number, posz: number, rotx: number, roty: number, rotz: number, fieldofview: number, p8: number, p9: number, p10: number, p11: number): void

setCamRot ​

ts
setCamRot(cam: number, rotx: number, roty: number, rotz: number, rotationorder: number): void

setCamShakeAmplitude ​

ts
setCamShakeAmplitude(cam: number, amplitude: number): void

setCamSplineDuration ​

ts
setCamSplineDuration(cam: number, timeduration: number): void

setCamSplineNodeEase ​

ts
setCamSplineNodeEase(cam: number, easingfunction: number, p2: number, p3: number): void

setCamSplineNodeExtraFlags ​

ts
setCamSplineNodeExtraFlags(cam: number, p1: number, flags: number): void

setCamSplineNodeVelocityScale ​

ts
setCamSplineNodeVelocityScale(cam: number, p1: number, scale: number): void

setCamSplinePhase ​

ts
setCamSplinePhase(cam: number, p1: number): void

setCamSplineSmoothingStyle ​

ts
setCamSplineSmoothingStyle(cam: number, smoothingstyle: number): void

setCamUseShallowDofMode ​

ts
setCamUseShallowDofMode(cam: number, toggle: boolean): void

setCamViewModeForContext ​

ts
setCamViewModeForContext(context: number, viewmode: number): void

setCinematicButtonActive ​

ts
setCinematicButtonActive(p0: boolean): void

setCinematicCamShakeAmplitude ​

ts
setCinematicCamShakeAmplitude(p0: number): void

setCinematicModeActive ​

ts
setCinematicModeActive(toggle: boolean): void

setCinematicNewsChannelActiveThisUpdate ​

ts
setCinematicNewsChannelActiveThisUpdate(): void

setCutsceneCamFarClipThisUpdate ​

ts
setCutsceneCamFarClipThisUpdate(p0: number): void

setFirstPersonAimCamNearClipThisUpdate ​

ts
setFirstPersonAimCamNearClipThisUpdate(p0: number): void

setFirstPersonAimCamRelativeHeadingLimitsThisUpdate ​

ts
setFirstPersonAimCamRelativeHeadingLimitsThisUpdate(p0: number, p1: number): void

setFirstPersonAimCamRelativePitchLimitsThisUpdate ​

ts
setFirstPersonAimCamRelativePitchLimitsThisUpdate(p0: number, p1: number): void

setFirstPersonAimCamZoomFactor ​

ts
setFirstPersonAimCamZoomFactor(zoomfactor: number): void

setFirstPersonAimCamZoomFactorLimitsThisUpdate ​

ts
setFirstPersonAimCamZoomFactorLimitsThisUpdate(p0: number, p1: number): void

setFirstPersonFlashEffectType ​

ts
setFirstPersonFlashEffectType(p0: number): void

setFirstPersonFlashEffectVehicleModelHash ​

ts
setFirstPersonFlashEffectVehicleModelHash(vehiclemodel: number): void

setFirstPersonFlashEffectVehicleModelName ​

ts
setFirstPersonFlashEffectVehicleModelName(vehiclename: string): void

setFirstPersonShooterCameraHeading ​

ts
setFirstPersonShooterCameraHeading(yaw: number): void

setFirstPersonShooterCameraPitch ​

ts
setFirstPersonShooterCameraPitch(pitch: number): void

setFlyCamCoordAndConstrain ​

ts
setFlyCamCoordAndConstrain(cam: number, x: number, y: number, z: number): void

setFlyCamHorizontalResponse ​

ts
setFlyCamHorizontalResponse(cam: number, p1: number, p2: number, p3: number): void

setFlyCamMaxHeight ​

ts
setFlyCamMaxHeight(cam: number, height: number): void

setFlyCamVerticalControlsThisUpdate ​

ts
setFlyCamVerticalControlsThisUpdate(cam: number): void

setFlyCamVerticalResponse ​

ts
setFlyCamVerticalResponse(cam: number, p1: number, p2: number, p3: number): void

setFollowCamIgnoreAttachParentMovementThisUpdate ​

ts
setFollowCamIgnoreAttachParentMovementThisUpdate(): void

setFollowPedCamLadderAlignThisUpdate ​

ts
setFollowPedCamLadderAlignThisUpdate(): void

setFollowPedCamThisUpdate ​

ts
setFollowPedCamThisUpdate(camname: string, p1: number): boolean

setFollowPedCamViewMode ​

ts
setFollowPedCamViewMode(viewmode: number): void

setFollowVehicleCamHighAngleModeEveryUpdate ​

ts
setFollowVehicleCamHighAngleModeEveryUpdate(p0: boolean, p1: boolean): void

setFollowVehicleCamHighAngleModeThisUpdate ​

ts
setFollowVehicleCamHighAngleModeThisUpdate(p0: boolean): void

setFollowVehicleCamSeatThisUpdate ​

ts
setFollowVehicleCamSeatThisUpdate(seatindex: number): void

setFollowVehicleCamViewMode ​

ts
setFollowVehicleCamViewMode(viewmode: number): void

setFollowVehicleCamZoomLevel ​

ts
setFollowVehicleCamZoomLevel(zoomlevel: number): void

setGameplayCamAltitudeFovScalingState ​

ts
setGameplayCamAltitudeFovScalingState(p0: boolean): void

setGameplayCamEntityToLimitFocusOverBoundingSphereThisUpdate ​

ts
setGameplayCamEntityToLimitFocusOverBoundingSphereThisUpdate(entity: number): void

setGameplayCamFollowPedThisUpdate ​

ts
setGameplayCamFollowPedThisUpdate(ped: number): void

setGameplayCamIgnoreEntityCollisionThisUpdate ​

ts
setGameplayCamIgnoreEntityCollisionThisUpdate(entity: number): void

setGameplayCamMaxMotionBlurStrengthThisUpdate ​

ts
setGameplayCamMaxMotionBlurStrengthThisUpdate(p0: number): void

setGameplayCamMotionBlurScalingThisUpdate ​

ts
setGameplayCamMotionBlurScalingThisUpdate(p0: number): void

setGameplayCamRelativeHeading ​

ts
setGameplayCamRelativeHeading(heading: number): void

setGameplayCamRelativePitch ​

ts
setGameplayCamRelativePitch(angle: number, scalingfactor: number): void

setGameplayCamShakeAmplitude ​

ts
setGameplayCamShakeAmplitude(amplitude: number): void

setGameplayCoordHint ​

ts
setGameplayCoordHint(x: number, y: number, z: number, duration: number, blendoutduration: number, blendinduration: number, p6: number): void

setGameplayEntityHint ​

ts
setGameplayEntityHint(entity: number, xoffset: number, yoffset: number, zoffset: number, p4: boolean, time: number, easeintime: number, easeouttime: number, p8: number): void

setGameplayHintBaseOrbitPitchOffset ​

ts
setGameplayHintBaseOrbitPitchOffset(value: number): void

setGameplayHintCameraBlendToFollowPedMediumViewMode ​

ts
setGameplayHintCameraBlendToFollowPedMediumViewMode(toggle: boolean): void

setGameplayHintCameraRelativeSideOffset ​

ts
setGameplayHintCameraRelativeSideOffset(xoffset: number): void

setGameplayHintCameraRelativeVerticalOffset ​

ts
setGameplayHintCameraRelativeVerticalOffset(yoffset: number): void

setGameplayHintFollowDistanceScalar ​

ts
setGameplayHintFollowDistanceScalar(value: number): void

setGameplayHintFov ​

ts
setGameplayHintFov(fov: number): void

setGameplayObjectHint ​

ts
setGameplayObjectHint(object: number, xoffset: number, yoffset: number, zoffset: number, p4: boolean, time: number, easeintime: number, easeouttime: number): void

setGameplayPedHint ​

ts
setGameplayPedHint(ped: number, x1: number, y1: number, z1: number, p4: boolean, duration: number, blendoutduration: number, blendinduration: number): void

setGameplayVehicleHint ​

ts
setGameplayVehicleHint(vehicle: number, offsetx: number, offsety: number, offsetz: number, p4: boolean, time: number, easeintime: number, easeouttime: number): void

setInVehicleCamStateThisUpdate ​

ts
setInVehicleCamStateThisUpdate(p0: number, p1: number): void

setScriptedCameraIsFirstPersonThisFrame ​

ts
setScriptedCameraIsFirstPersonThisFrame(p0: boolean): void

setTableGamesCameraThisUpdate ​

ts
setTableGamesCameraThisUpdate(hash: number): boolean

setThirdPersonAimCamNearClipThisUpdate ​

ts
setThirdPersonAimCamNearClipThisUpdate(p0: number): void

setThirdPersonCamOrbitDistanceLimitsThisUpdate ​

ts
setThirdPersonCamOrbitDistanceLimitsThisUpdate(p0: number, distance: number): void

setThirdPersonCamRelativeHeadingLimitsThisUpdate ​

ts
setThirdPersonCamRelativeHeadingLimitsThisUpdate(minimum: number, maximum: number): void

setThirdPersonCamRelativePitchLimitsThisUpdate ​

ts
setThirdPersonCamRelativePitchLimitsThisUpdate(minimum: number, maximum: number): void

setUseHiDof ​

ts
setUseHiDof(): void

setUseHiDofOnSyncedSceneThisUpdate ​

ts
setUseHiDofOnSyncedSceneThisUpdate(): void

setWidescreenBorders ​

ts
setWidescreenBorders(p0: boolean, p1: number): void

shakeCam ​

ts
shakeCam(cam: number, type: string, amplitude: number): void

shakeCinematicCam ​

ts
shakeCinematicCam(shaketype: string, amount: number): void

shakeGameplayCam ​

ts
shakeGameplayCam(shakename: string, intensity: number): void

shakeScriptGlobal ​

ts
shakeScriptGlobal(p0: string, p1: number): void

stopCamPointing ​

ts
stopCamPointing(cam: number): void

stopCamShaking ​

ts
stopCamShaking(cam: number, p1: boolean): void

stopCinematicCamShaking ​

ts
stopCinematicCamShaking(p0: boolean): void

stopCinematicShot ​

ts
stopCinematicShot(p0: number): void

stopCodeGameplayHint ​

ts
stopCodeGameplayHint(p0: boolean): void

stopCutsceneCamShaking ​

ts
stopCutsceneCamShaking(p0: number): void

stopGameplayCamShaking ​

ts
stopGameplayCamShaking(p0: boolean): void

stopGameplayHint ​

ts
stopGameplayHint(p0: boolean): void

stopGameplayHintBeingCancelledThisUpdate ​

ts
stopGameplayHintBeingCancelledThisUpdate(p0: boolean): void

stopRenderingScriptCamsUsingCatchUp ​

ts
stopRenderingScriptCamsUsingCatchUp(render: boolean, p1: number, p2: number, p3: number): void

stopScriptGlobalShaking ​

ts
stopScriptGlobalShaking(p0: boolean): void

triggerVehiclePartBrokenCameraShake ​

ts
triggerVehiclePartBrokenCameraShake(vehicle: number, p1: number, p2: number): void

useDedicatedStuntCameraThisUpdate ​

ts
useDedicatedStuntCameraThisUpdate(camname: string): void

useScriptCamForAmbientPopulationOriginThisFrame ​

ts
useScriptCamForAmbientPopulationOriginThisFrame(p0: boolean, p1: boolean): void

useVehicleCamStuntSettingsThisUpdate ​

ts
useVehicleCamStuntSettingsThisUpdate(): void

wasFlyCamConstrainedOnPreviousUdpate ​

ts
wasFlyCamConstrainedOnPreviousUdpate(cam: number): boolean

VIMP developer documentation