kingsal 569 Posted June 8, 2019 Report Share Posted June 8, 2019 Hello everyone, I've been thinking about messing around with the new security cameras and had a few questions that people might have answers too. I know these are a WIP feature. - Currently, the camera stops in place once it locates the player. Is it possible to append the script to have it follow the player's movement (similar to the t2 cameras)? I'd want to be able to set its max "follow" speed as well. - Is there a way to adjust its visual acuity similar to the AI? Obviously I'd want to do this stuff without messing the the source so it would have to be appended to the object script. It would be wonderful to hack those things in if possible. Thanks! Quote FMs: Volta and the Stone, Volta II: Cauldron of the GodsSnowed Inn Link to post Share on other sites
duzenko 654 Posted June 8, 2019 Report Share Posted June 8, 2019 @grayman? Quote Link to post Share on other sites
grayman 2968 Posted June 9, 2019 Report Share Posted June 9, 2019 Follow the player: No. Acuity adjustment: No. You could add these feature requests to issue #4731. Quote Link to post Share on other sites
duzenko 654 Posted June 9, 2019 Report Share Posted June 9, 2019 I would prefer this implemented as spawnargs rather than scripts for performance sake. 1 Quote Link to post Share on other sites
kingsal 569 Posted June 9, 2019 Author Report Share Posted June 9, 2019 (edited) Cool. It would be great if they have the function to follow the player to create that tense moment of escaping its view. Otherwise it will alert and the player can just take half a step out of its view and avoid having to get away. Thanks for the info. I'll add a note in the bugtracker. Edited June 9, 2019 by kingsal Quote FMs: Volta and the Stone, Volta II: Cauldron of the GodsSnowed Inn Link to post Share on other sites
duzenko 654 Posted June 9, 2019 Report Share Posted June 9, 2019 I don't know what features we already have but I would also like to see some kind of alarm indicator (LED-like on the camera body)green - no detectionyellow - camera suspicious, follows player movementt (?)red - triggers alarm (give player a second or two to put it out with a fire arrow?) Quote Link to post Share on other sites
kingsal 569 Posted June 9, 2019 Author Report Share Posted June 9, 2019 That would be great! If I remember correctly in T2 the spot light color changes? So the camera could have something like: searching_color, detected_color, and alarm_color spawnargs available to authors. This could effect the spot light and also the light textures on the model. Bonus if it can also change color on any effects like a lens flare glow attached to it. Quote FMs: Volta and the Stone, Volta II: Cauldron of the GodsSnowed Inn Link to post Share on other sites
Goldwell 2439 Posted June 9, 2019 Report Share Posted June 9, 2019 In regards to following the player, is it not possible to make a change to this script? http://forums.thedarkmod.com/topic/14394-apples-and-peaches-obsttortes-mapping-and-scripting-thread/page-16?do=findComment&comment=396357 The script for that looks like this: object statue_look { void init(); void loopLook(); vector viewDir; vector direction; float cosine; float tolerance; }; void statue_look::init() { thread loopLook(); } void statue_look::loopLook() { while(1) { if (distanceTo($player1)<1024) { viewDir=sys.angToForward($player1.getViewAngles()); direction=getOrigin()-$player1.getOrigin(); cosine=viewDir*direction/sys.vecLength(direction); direction_z=0; if (cosine<sys.cos($player1.getFov()/2+30)) { setAngles(sys.VecToAngles(-direction)+'0 90 0'); } } sys.waitFrame(); } } If you remove the "if (cosine<sys.cos($player1.getFov()/2+30))" bit and it's associated brackets those statues now follow the player (it does bring up some smoothing problems but that's another thing). Couldn't you trigger that in the security camera script so that if it spots the player it will activate that follow the player script for a duration until the player has been out of sight for X amount of seconds? Quote Shadows of Northdale Campaign ACT I: A Curious Mind | ACT II: Down The Rabbit Hole Stand Alone Missions Snowed Inn | Accountant 1: Thieves and Heirs | Accountant 2: New In town | Spring Cleaning | Lord Edgar's Bathhouse Link to post Share on other sites
VanishedOne 543 Posted June 10, 2019 Report Share Posted June 10, 2019 I don't know what features we already have but I would also like to see some kind of alarm indicator (LED-like on the camera body)green - no detectionyellow - camera suspicious, follows player movementt (?)red - triggers alarm (give player a second or two to put it out with a fire arrow?) I think this has code support already: I haven't confirmed it works but you can see a shaderparm being updated in idSecurityCamera::SetAlertMode(). It needs a material on the camera model to use that shaderparm though, and as far as I know neither the current (Biker's?) model nor Epifire's new one has that, probably because it isn't a documented feature. Quote Some things I'm repeatedly thinking about... - louder scream when you're dying Link to post Share on other sites
peter_spy 1529 Posted December 27, 2020 Report Share Posted December 27, 2020 I've been looking into this as well, using this article: https://wiki.thedarkmod.com/index.php?title=Security_Camera Right now I'm interested in the last (most simple) example in particular. E.g. can I control the FOV of the image that is being sent to the display? It seems pretty wide by default. Quote Misc. assets for TDM Link to post Share on other sites
Obsttorte 1498 Posted December 27, 2020 Report Share Posted December 27, 2020 You could try reducing the scanFov spawnarg on the respective camera. If that doesn't work, you may be able to manipulate the look of the view by using only a part of the texture. Quote FM's: Builder Roads, Old Habits, Old Habits Rebuild WIP's: Several. Although after playing Thief 4 I really wanna make a city mission. Mapping and Scripting: Apples and Peaches Sculptris Models and Tutorials: Obsttortes Models My wiki articles: Obstipedia Texture Blending in DR: DR ASE Blend Exporter Link to post Share on other sites
peter_spy 1529 Posted December 27, 2020 Report Share Posted December 27, 2020 It works only with the first setup, where the camera is an image source for the display. It doesn't work with target_null. Quote Misc. assets for TDM Link to post Share on other sites
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