> For the complete documentation index, see [llms.txt](https://documentation.rcore.cz/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://documentation.rcore.cz/paid-resources/rcore_prison/features/prolog.md).

# Prison Prolog

## Overview

* Is system which will showcase to the new prisoner your Prison in cool immersive way!
* Can be disabled in config.lua (Prolog.Enable)
* Note: There is no editor in current version, but could be tested along with config.lua/Prolog.ResetCache = true, so each time prolog will be loaded.

## Gallery

<figure><img src="/files/6CBGxVandyHG4gtXk6Dq" alt=""><figcaption><p>How the prolog looks</p></figcaption></figure>

<figure><img src="/files/1KNvfLjakM23GlI6poF6" alt=""><figcaption><p>Third sequence of prolog</p></figcaption></figure>

## Configuration

The `cameraProlog` object is used to define the initial camera position and rotation, as well as a series of points that the camera will move to during a prologue sequence.

Path: `rcore_prison/data/presets/yourMap.lua`

* Properties

***

* `initCameraPosition`
  * This property is a `vector3` that defines the initial position of the camera.
* `initCameraRot`
  * This property is a `vector3` that defines the initial rotation of the camera.
* `initGameplayCamRot`
  * This property is a `vector3` that defines the initial rotation of the gameplay camera.
* `points`
  * This property is an array of objects that define the points that the camera will move to during the prologue sequence.
  * `pos`
    * This property is a `vector3` that defines the position of the camera at this point in the sequence.
  * `rot`
    * This property is a `vector3` that defines the rotation of the camera at this point in the sequence.
  * `duration`
    * This property is a number that defines the duration of time that the camera will take to move to this point.
  * `text`
    * This property is a string that defines the text that will be displayed on the screen during this point in the sequence.
  * `textTimeout`
    * This property is a number that defines the amount of time that the text will be displayed on the screen.
  * `textRenderTime`
    * This property is a number that defines the amount of time that the text will take to fade in and out.

## Features

* Showing new Prisoner prison in cool way what they can do inside Prison / or where stuff is located.
* If Prisoner wish, they can skip the Prolog intro at any time during active sequence
