Event List Camera Actions
Contents
- 1 Event List Camera Actions
- 1.1 Common Properties
- 1.2 Actions
- 1.2.1 BSPLINE
- 1.2.2 CHECK
- 1.2.3 FIXEDFRM
- 1.2.4 FIXEDFRMS
- 1.2.5 FIXEDPOS
- 1.2.6 GETITEM
- 1.2.7 ITEM0
- 1.2.8 LOAD
- 1.2.9 MAPTOOL
- 1.2.10 PAUSE
- 1.2.11 POSSESSED
- 1.2.12 RESTOREPOS
- 1.2.13 ROLLING
- 1.2.14 SAVE
- 1.2.15 STOKER
- 1.2.16 STYLE
- 1.2.17 TACT
- 1.2.18 TALK
- 1.2.19 TURNTOACTOR
- 1.2.20 TWOACTOR0
- 1.2.21 UNIACCELE
- 1.2.22 UNIBRAKE
- 1.2.23 UNITRANS
- 1.2.24 USEITEM0
- 1.2.25 WAIT
- 1.2.26 WATCHACTOR
- 1.2.27 WINDDIR
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 | |
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 | |
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 | |
Unknown |
Blure | Integer | |
The amount of camera blur to apply while the transition plays. |
Target | String | |
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 | |
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 | |
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 | |
The actor that is "stalking" Link. Uses the same values as RelActor .
|
Target | String | |
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.