- camAction_SetActionRate: It changes the speed of action playback - defaults to 1.0. So, 2.0 would play twice as fast, etc.
- cameraCollision: I think just turns off whether or not the camera tries to ‘stay out’ of ships?
- lawnmower_MowTheLawn: I doubt this does anything - it was part of really old (like… well over a year ago) code I had experimented with - that related to the subject of a similarly named Steven King movie/book. I am 99% sure that’s a left-over linkage to now-removed code, nothing came of it.
- Create360Screenshots: There was (9-12 months before our first release?) a mode that spun the camera around a point in space, and took pics - I think for just random glamour type shots. I think it is long busted.
We have been able to get camAction_LoadActions to work from UI, but not from mission map lua (tried inside and out of event table).
Was wanting to call it from mission map to be able to do cut scenes better. Wonder if it does not work from that scope?
Thanks @BitVenom ! 
It’s always great to have some explanation on “obscure” functions ^^
And to add to @b8factor’s post just above, he also tried the camActions function with the MainUI_ScarEvent() “trick”.
I have no problem using those functions in the UI when clicking a button, but he has an error in the log when used from a mission file, the infamous “parameter: attempt to call global camAction_LoadActions’ (a nil value)”, as if those functions were not available in the mission scope.
Any thoughts on this ?
Certainly they may not be available in that scope… Not much I can do about that without a patch - so add that to the list…
Thanks for your answer !
I think I have an alternate solution with an old HW2 trick I used in the past, involving the creation of several empty screen files corresponding to each camActions commands, and using the UI_ShowScreen+onShow combo to trigger those commands.
It’s not pretty though ^^
sounds like some fun hackery!
There are several “tricks” like this one.
For example, during my HW2 period, I had to find some ways to pass informations between some parts of the code which wouldn’t communicate between each others otherwise (scope problems, as always).
Using the UI screens visibility as a boolean/binary system was one way to do it, as it’s easy to show/hide screens, and test their visibility status later, or in a rule running in the background ^^
This was partially resolved in HWrm with MainUI_ScarEvent(), and I can’t thank @BitVenom and the team enough for this ! <3
UI screens can also execute specific code when they are shown or hidden (onShow/onHide). There is even an onUpdate field, which can execute some code continuously as long as the screen is open(visible), but it’s more tricky to use because you can very easily create an everlasting loop which can make the game hang, so you need to be careful with this one ^^