Function GetPlayerCameraFrontVector return the current direction of player's aiming in 3-D space, the coords are relative to the camera position, see GetPlayerCameraPos.
Function GetPlayerCameraFrontVector was added in 0.3a and will not work in earlier versions!
  • In 0.3a the camera front vector is only obtainable when player is inside a rhino, S.W.A.T tank, fire truck, or on foot.
  • Since 0.3b the camera data can be obtained when the player is in any vehicle or on foot.

(playerid, &Float:x, &Float:y, &Float:z)
int playerid The ID of the player you want to obtain the camera front vector of.
float X A float to store the X coordinate, passed by reference.
float Y A float to store the Y coordinate, passed by reference.
float Z A float to store the Z coordinate, passed by reference.

Return Values:
The position is stored in the specified variables.

// A simple command to manipulate this vector using the
// positions from GetPlayerCameraPos. This command will create
// a hydra missile in the direction of where the player is looking.
public OnPlayerCommandText(playerid, cmdtext[])
    if (!strcmp(cmdtext, "/test camera vector"))
            Float:fPX, Float:fPY, Float:fPZ,
            Float:fVX, Float:fVY, Float:fVZ,
            Float:object_x, Float:object_y, Float:object_z;
        // Change me to change the scale you want. A larger scale increases the distance from the camera.
        // A negative scale will inverse the vectors and make them face in the opposite direction.
            Float:fScale = 5.0;
        GetPlayerCameraPos(playerid, fPX, fPY, fPZ);
        GetPlayerCameraFrontVector(playerid, fVX, fVY, fVZ);
        object_x = fPX + floatmul(fVX, fScale);
        object_y = fPY + floatmul(fVY, fScale);
        object_z = fPZ + floatmul(fVZ, fScale);
        CreateObject(345, object_x, object_y, object_z, 0.0, 0.0, 0.0);
        return 1;
    return 0;

Related Functions
The following functions may be useful, as they are related to this function in one way or another.