Frequently Asked Questions
This section covers common issues and operational questions related to Freecam Classic.
Freecam does not activate
Check the following:
-
Is the activation method configured correctly?
Config.System.action.commandConfig.System.action.keyConfig.System.action.hold
-
Is Freecam already active?
- Attempting to activate while active will be blocked.
-
Are system checks enabled?
Config.System.checks.deadConfig.System.checks.vehicle
-
Is your custom override logic blocking activation?
I receive a dead check error
If Config.System.checks.dead = true, the player must pass the life-state validation.
Solutions:
- Disable the dead check.
- Adjust your DeadCheck override logic.
I receive a vehicle restriction error
If Config.System.checks.vehicle = true, the system will validate vehicle state before activation.
Solutions:
- Disable the vehicle check.
- Modify your VehicleCheck override logic.
Freecam activates but camera does not move
Possible reasons:
- Movement multipliers are set too low.
- Distance limit is restricting movement.
- Control mapping is not correctly configured.
- Input system is blocked by another resource.
Verify:
Config.System.values.distanceConfig.System.multipliers.move
Zoom is not working properly
Check:
Config.System.values.zoom.minConfig.System.values.zoom.maxConfig.System.multipliers.zoom
If minimum and maximum values are too close, zoom range will feel restricted.
Camera resets every time
Check:
Config.System.reset = true
If enabled, camera settings reset on every activation.
Set to false to preserve previous session data.
Exports are not working
Ensure:
Config.Exports.openFreecam = true
Config.Exports.closeFreecam = true
Config.Exports.getData = true
Exports must be explicitly enabled.
Events are not triggering
Verify:
Config.Events.ClientSide.system = {
onStart = true,
onClose = true
}
If values are false, no events will be triggered.
Why does Classic not include a UI?
Freecam Classic is intentionally lightweight.
It is designed for:
- Stability
- Administrative usage
- Minimal overhead
For UI-driven control and cinematic features, refer to the Advanced edition.