[Free] OrbitCam - Let's you orbit around a given point or entity!

What exactly is the “OrbitCam” and what can you do with it?

The OrbitCam is a script that allows you to have a separate camera that can orbit a given point or
entity. This is very useful for certain occasions where the default camera is useless or where you
need some more control over the camera angle.

When the player is dead, you can no longer move the camera in the base game. This allows you to
change that.
You could also start a camera when a player is sitting on some benches where the default camera
would usually glitch into the player.

Showcase video:

Download

Features

  • Orbit the camera around a given point or entity.
  • Can follow entities with an offset.
  • Zooming in and out.
  • Configurable min and max radius and zooming steps in between.
  • Configurable transition speed between gameplay and orbit cam.
  • Switch between performance and precision mode (less or more accurate collision detection for the camera).
  • Works on mouse + keyboard and controller!
  • Comes with three exports for starting, stopping and updating the camera.
  • When using the script “baseevents”: Automatically starts a camera when the player dies.

Performance

Status Performance
Idle 0.00 ms
Active camera (performance) 0.06-0.07 ms
Active camera (precision) 0.09-0.10 ms

Support

If you want to further support my work, consider taking a look at my Tebex store. Maybe you can find something you would like :slight_smile:

7 Likes

This is a super creative idea and very nice interface. Great work and thank you for releasing this for free!

1 Like

Thanks for the kind words :heart:

If by “interface” you mean the menu I use, that is actually from the ContextMenu which is another free script by me (literally just using some WIP graphics as the menu background as I work on its next update).
I just used it for the showcase as it is just so simple to use for things like that :smiley:

Also, the interaction of clicking on an entity. I haven’t looked at the code yet, but I assume it involves a ray of some sorts, finding the closest entity within distance of a coord, etc etc. I love the idea of NUI interaction with game entities so seemlessly. End of rant. Great work.

1 Like

It’s actually all done ingame using DrawText, -Rect and -Sprite. No NUI was used.

But of course you could use the targetting code for a NUI as well. Right from the repo: ContextMenu/screenToWorld.lua at main · Kiminaze/ContextMenu · GitHub

2 Likes

Hello, is it possible to use this script to pretend that it is our soul that moves but not our body?
A bit like that! It reproduces the noclip without moving our character

Already answered this to a buddy of yours :smiley:
But here for you as well:

Kind of, yea.
However you would need to move the “focus point” manually after starting the cam.

The camera will always look to the focus point. It can be a moving entity or a static point.
But you can move the point using another export as well.

If you are looking for a proper camera, check my CinematicCam [Release] Cinematic Cam
Though while it still works, it allows for flying through walls etc. Not sure if that is what you are looking for :smile:

Update v1.0.1

  • Fixed entity offset when using the UpdateCamPosition export.
1 Like

at some angles the camera rests directly on the character model

I have never seen this happening before. Are you using any sort of script that attaches objects to the player? E.g. weapons on back or hip?

I know how I could fix this though once I am back from my vacation :smiley:

1 Like

use script for attach weapon on ped
but here no object on ped

Interesting… Is this a specific ped model or just the default mp male/female one?