Dynamic Third Person

Dynamic Third Person 1.4.1

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Allows players to go 3d person when performing certain actions
  • Fixed an issue where 3rd person view was incorrectly applied using default camera settings for vehicles not specified in the config.
Due to breaking changes in the config structure, you must reset your config file!
  • Introduced the ability to specify individual camera settings for each vehicle prefab.
  • Ensure that players do not retain the admin flag in case the plugin stops working unexpectedly, such as during server crashes.
  • Restructured to be based on the selected mode. Available modes are: AlwaysThirdPerson, VehicleOnly, and CommandOnly.
  • Added new language key ThirdPersonCommandDisabled
  • Added Vehicle Short Prefab Names config option to limit 3rd person toggle to the selected vehicles.
  • Added a configurable chat command for players to toggle 3rd person themselves, allowing them to switch back and forth.
  • Added localization.
  • Added Toggle Third Person Only When Mounting Vehicles config option, which enables third-person view only when the player mounts a vehicle.
  • Optimized by unsubscribing from unnecessary hooks.
  • Refactored the config structure.
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Chat commands start with a /, while console commands can be entered directly in the F1 console or server console. Use find <keyword> in console to search for available commands related to the plugin. Parameters in < > are required, while [ ] are optional.
This plugin uses Oxide's permission system. Grant or revoke permissions using oxide.grant and oxide.revoke. You can assign them to individual players or groups using their Steam id or group name.
Settings are stored in the config file found under the config/ directory. You can edit this file manually, then reload the plugin to apply your changes.
Persistent data is saved in the data/ directory. This includes things like saved settings, usage stats, or player progress depending on the plugin. Deleting a data file will reset stored progress or customizations.
Language files are located in the lang/ folder. To translate messages, copy the en.json file into your target language folder (e.g. fr, de) and edit the values. Reload the plugin after changes to apply new messages.
This section lists public methods exposed by the plugin for use in other plugins. You can call these via the CallHook method. Make sure the plugin is loaded before calling its API to avoid null reference errors.
These are custom hooks that other plugins can listen for. Simply define a method with the same name and expected parameters in your plugin to handle the event. Hooks are triggered at key moments and are useful for extending or reacting to plugin behavior.
These hooks are injected into the game's code using Harmony. They let the plugin run code at key points in the game's internal logic. You can return values to block or modify behavior. Use with caution — these are powerful and can affect core mechanics.
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