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Event List Camera Actions

This page will discuss the actions that the Camera actor can perform within the game's event system, as well as what properties they require to function.

Common Properties

NOTE: This section is under construction. The information presented here may be incomplete or inaccurate.

Many of the properties used by the Camera actor are not unique to a single action. Here is a list of the properties that are shared:

Name Type Description
Center Vector3 Defines the location that the camera is looking at, sometimes referred to as the "target."
Eye Vector3 Defines the position of the camera.
Fovy Float Defines the camera's field of view. This can be thought of as a camera zoom, although extreme values will cause visual artifacts.
RelActor String Modifies the action so that any coordinates are relative to a certain actor.

RelActor Values

The RelActor property can have the following values:

  • @PLAYER: Action is relative to the position of the player.
  • @PARTNER: Action is relative to the other actor participating in the event, besides Link.
  • @TALKPARTNER: Action is relative to the actor that is currently marked as "speaking"; used when multiple actors are involved in an event.
  • @STARTER: Action is relative to whatever actor started the event.


RelActor can also specify the name of an actor, in which case the action is relative to it.

Actions

BSPLINE


CHECK


FIXEDFRM


Fixes the camera into a static shot based on the camera's configuration.

FIXEDFRMS


FIXEDPOS


GETITEM


Runs a macro that handles the camera movement for the "Get Item!" cutscenes.


Unique Properties

Name Type Required? Description
Timer1 Integer
No
Unknown usage; might limit the amount of time the camera stays paused after the animation plays?

ITEM0


LOAD


Loads a previously saved camera configuration, optionally specifying a slot to load from.


Unique Properties

Name Type Required? Description
Slot Integer
No
Index of the slot to load a saved camera configuration from.

MAPTOOL


Used in conjunction with the MapToolCamera event and an RCAM entity, this allows the camera to use that RCAM entity's position and rotation. This allows for a generic event that can be used for multiple purposes, such as highlighting a rock being blown up, without having to create unique events for every situation.

PAUSE


POSSESSED


Transitions the camera from the player to a specified target using the Command Melody possession effect.

Unique Properties

Name Type Required? Description
Type Integer
Yes?
Unknown
Blure Integer
Yes?
The amount of camera blur to apply while the transition plays.
Target String
Yes
The actor to focus on.

RESTOREPOS


Causes the camera to return its focus to the player.

ROLLING


Causes the camera's eye to orbit around its center. The orbit will begin wherever the eye and center are defined to be.


Unique Properties

Name Type Required? Description
Roll Integer
Yes
Degrees per frame that the eye will rotate around the center. This controls both the speed of the orbit and the direction: positive values rotate counterclockwise, while negative values rotate clockwise.

SAVE


Saves the current camera configuration, optionally specifying a slot to save it to, allowing the user to save multiple camera configurations at the same time.


Unique Properties

Name Type Required? Description
Slot Integer
No
Index of the slot to save the camera configuration to.

STOKER


A misspelling of "stalker." If the stoker property is used, the camera is placed at that actor's mAttentionPos (the location of their lock-on arrow) while the eye is set to Link's position. This effectively shows Link from the specified actor's position.


Unique Properties

Name Type Required? Description
Stoker String
No
The actor that is "stalking" Link. Uses the same values as RelActor.
Target String
No
The actor that the stalker is "stalking." Uses the same values as RelActor.

STYLE


TACT


Runs a macro that handles the camera movement for using the Wind Waker.

TALK


Runs a macro that handles the default camera movement for talking to an NPC.

TURNTOACTOR


TWOACTOR0


UNIACCELE


UNIBRAKE


Blends the camera from a starting configuration to an ending configuration, slowing down at a specified point near the end of the transition.

UNITRANS


Blends the camera from a starting configuration to an ending configuration at a constant speed.

USEITEM0


WAIT


WATCHACTOR


WINDDIR