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Integrations
#Exports (client side)
exports['mlr-gameplaycam']:Activate() -- open the camera
exports['mlr-gameplaycam']:Close() -- close it
exports['mlr-gameplaycam']:Toggle()
exports['mlr-gameplaycam']:Enable() -- allow the camera
exports['mlr-gameplaycam']:Disable() -- close it and forbid opening it
exports['mlr-gameplaycam']:IsActive()
exports['mlr-gameplaycam']:IsEnabled()
exports['mlr-gameplaycam']:SetCinematic(true)
exports['mlr-gameplaycam']:IsCinematic()#Export (server side)
local role = exports['mlr-gameplaycam']:GetRole(source) -- 'player', 'press' or 'director'#Events
Fired by the resource on the client; listen with AddEventHandler:
| Event | When |
|---|---|
mlr-gameplaycam:activated, :closed |
The camera opens and closes. |
mlr-gameplaycam:warning |
The camera is near the distance limit. |
mlr-gameplaycam:autoClosed |
The camera closed at the distance limit. |
mlr-gameplaycam:enabledChanged |
The camera was enabled or disabled. |
mlr-gameplaycam:cinematicChanged |
Cinematic mode changed (true or false). |
mlr-gameplaycam:roleChanged |
The player's role changed. |
mlr-gameplaycam:playbackStarted, :playbackStopped |
A path starts or stops. |
mlr-gameplaycam:sequenceStopped |
A sequence or a recorded take ended. |
mlr-gameplaycam:followChanged, :followLost |
Following a target started, stopped or was lost. |
Client events that control the camera: mlr-gameplaycam:activate, :close, :enable and :disable.
#Hide your own HUD in cinematic mode
The game's own HUD is always hidden in cinematic mode. HUDs made by other resources are separate pages that this resource cannot reach, so you tell it how to hide yours in Config.Cinematic:
-- call an export of your HUD resource
HudIntegrations = {
{ resource = 'my_hud', export = 'SetVisible', hide = { false }, show = { true } },
},
-- or fire a client event
HudEvents = {
{ name = 'my_hud:toggle', hide = { false }, show = { true } },
},hide holds the arguments used when the HUD must go away, show the arguments when it comes back. mlr_hud is set up by default.
Chat messages are drawn by your chat resource. If it has an event or an export to hide it, add that here the same way.
#Weather and time scripts
Add the client events that pause and resume your weather script to Config.Scene.SyncDisableEvents and Config.Scene.SyncEnableEvents. See Installation.