A.199. llCameraToTarget
llCameraToTarget(vector target, float tau);
Moves 3rd person camera to target tau seconds. Good tau values are greater than 0.2. A tau of 0.0 stops the critical damping.
A.200. llCameraLookAt
llCameraLookAt(rotation rot, float tau);
Rotate the camera to rot. Good tau values are greater than 0.2. A tau of 0.0 stops the critical damping.
A.201. llCameraTarget
llCameraTarget(key id, float tau);
Force the camera to target the object or AV identified by id in tau seconds. Good tau values are greater than 0.2. A tau of 0.0 stops the critical damping. When the object or AV moves, so does the camera.
A.202. llCameraMatchTarget
llCameraMatchTarget(key id, float tau);
Force camera to match the position and orientation of the object or AV identified by id. Good tau values are greater than 0.2. A tau of 0.0 stops the critical damping. As the object or av moves, so does the camera.
C.4. Permission Constants
PERMISSION_MOVE_CAMERA
If this permission is enabled, the object can successfully manipulate the users camera. Releasing permissions resets the camera.
The reason for all the tau values are for smooth pan/zoom. This kind of camera control has a lot of uses. People making videos wouldn't have to use their mouse to do pan/zoom. Games could have camera angles. Bowling could have a "strike" cam and "ball" cam for instance. Combat systems could have kill-shot cams and weapons like the redeamer where the camera follows the projectile. Builds could guide the users camera as they explore a structure, adding to the presentation. The reason for this type of implementation is to so we don't need to llSay() camera commands to a seperate object.