Camera¶
Category: Executor Tier: Plus
Purpose¶
Controls camera switching, camera properties, and cinematic camera movements.
Visual Reference¶

When To Use¶
Cutscene cameras (switch to cinematic camera)
Security cameras (cycle through multiple cameras)
Death cam (switch to overview camera)
Zoom effects (change FOV)
Hit feedback (camera shake)
Follow cam (follow player or vehicle)
Third-person/first-person toggle
Splitscreen (activate player 2 camera)
Runtime Behavior¶
Executes: When activated, performs camera control operations
Properties¶
Property |
Type |
Default |
Notes |
|---|---|---|---|
mode |
String, “Set Active” |
Camera control operation - Set Active, Set FOV, Set Zoom, or Set Offset |
|
camera_name |
String, “” |
Name of camera node (e.g., ‘Camera3D’, ‘PlayerCam’) |
|
transition_time |
Float, 0.0 |
Smooth transition duration in seconds (0 = instant, 0.0-5.0) |
|
fov |
Float, 75.0 |
[Set FOV] Field of view for 3D cameras (10.0-170.0) |
|
zoom |
Vector2, Vector2(1,1) |
[Set Zoom] Zoom level for 2D cameras - (1,1) = Normal |
|
offset |
Vector2, Vector2(0,0) |
[Set Offset] Camera offset in pixels (2D only) |
Example Use Cases¶
Cutscene Camera:
Property(cutscene_start) -> AND -> Camera(mode=Set Active, target=CutsceneCamera, transition=2.0)
Delay(300) -> AND -> Camera(mode=Set Active, target=PlayerCamera, transition=1.0)
// Switch to cutscene camera for 5 seconds, then back to player camera
Death Camera:
Property(HP, Less or Equal, 0) -> AND -> Camera(mode=Set Active, target=DeathCam, transition=1.5)
// Switch to death camera when player dies
Zoom Scope (FOV):
Mouse(Right Button, hold=true) -> AND -> Camera(mode=Set FOV, target=PlayerCamera, fov=30.0, transition=0.2)
Mouse(Right Button, release=true) -> AND -> Camera(mode=Set FOV, target=PlayerCamera, fov=75.0, transition=0.2)
// Zoom in when right-clicking (aim down sights)
Explosion Shake:
Collision(Explosion) -> AND -> Camera(mode=Shake, target=PlayerCamera, intensity=2.0, duration=0.5)
// Shake camera when explosion nearby
Follow Vehicle:
Property(in_vehicle, Equal, true) -> AND -> Camera(mode=Follow Object, follow_target=Car, transition=1.0)
Property(in_vehicle, Equal, false) -> AND -> Camera(mode=Follow Object, follow_target=Player, transition=1.0)
// Camera follows car when inside, player when outside
Security Camera Cycle:
Delay(180, repeat=true) -> AND -> Math(cam_index, Add, 1)
Property(cam_index, Equal, 0) -> AND -> Camera(Set Active, SecurityCam1)
Property(cam_index, Equal, 1) -> AND -> Camera(Set Active, SecurityCam2)
Property(cam_index, Equal, 2) -> AND -> Camera(Set Active, SecurityCam3)
// Cycle through 3 security cameras every 3 seconds