Scene System
Scene Structure
Each scene is a table with specific properties that control location, animations, and camera work:
[sceneId] = {
name = "Scene Name",
baseLocation = vector3(x, y, z),
timeOverride = {hour = 22, minute = 30, second = 0}, -- Optional
ped = {
-- Ped configuration
},
cameraSequence = {
-- Array of camera shots
},
loop = true --for looping animations in sequence
}Scene Properties
name
string
Yes
Display name for scene identification
baseLocation
vector3
Yes
World position for scene center
timeOverride
table
No
Override game time (hour, minute, second)
ped
table
Yes
Character configuration and animations
cameraSequence
table
Yes
Array of camera movements
loop
boolean
Yes
Whether camera sequence loops
Ped Configuration
Ped Properties Explained
position
vector3
Exact world position for ped spawn
heading
float
Direction ped faces (0-360)
scenario
string
Native GTA scenario (simpler than animations)
animations
table
Array of custom animations to play
animationLoop
boolean
Loop through animation array
requiresPositionLock
boolean
Prevent ped from wandering
allowedDrift
float
Maximum drift distance if position locked
Animation Properties
dict
string
Animation dictionary to load
anim
string
Animation name within dictionary
duration
number
Duration in ms (-1 for infinite)
flag
number
Animation flags (0=normal, 1=loop, 2=stop on last frame)
blendIn
float
Blend-in time in seconds
blendOut
float
Blend-out time in seconds
Camera System
The camera system supports multiple movement types, each with specific parameters:
Camera Types
move - Point A to B movement
Required:
startPosition,endPosition,rotationorstartRotationOptional:
endRotationfor rotation during movement
orbit - Circular movement around center
crane - Vertical movement (up/down)
dolly - Forward/backward with zoom
tracking - Follow predefined path
portrait - Static close-up shot
Camera Parameters Explained
duration
number
Total shot duration in milliseconds
transitionTime
number
Fade transition time between shots (ms)
cutStart
number
Start time offset for dynamic cuts (ms)
cutEnd
number
End time for cut (ms)
fov
float
Field of view (10-110, lower = more zoom)
fovEnd
float
End FOV for zoom effects
focus
string/vector3
Focus target: "ped", "manual", or world position
focusOffset
table
Offset from focus target {x, y, z}
focusOffsetEnd
table
End offset for focus transitions
Depth of Field (DOF)
Near: Objects closer than this distance blur
Far: Objects farther than this distance blur
Strength: Overall blur intensity (0 = off, 1 = maximum)
Camera Shake
Shake Types:
HAND_SHAKE- Natural handheld camera movementVIBRATE_SHAKE- Small rapid vibrationsDRUNK_SHAKE- Wobbly, unstable movementROAD_VIBRATION- Vehicle-like vibrations
Camera Sway
Creates gentle floating movement, simulating breathing or wind.
Visual Effects
Common Timecycles:
cinema- Cinematic color gradingrply_contrast- High contrastrply_saturation- Vivid colorsBarry1_Stoned- Hazy, dreamliketunnel_entrance- Dark, moodyMP_race_finish- Bright, energetic
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