View Revisions: Issue #5528

Summary 0005528: Improvements to security cameras
Revision 07.03.2021 23:04 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182, 9184, 9187) Give mappers control over what can damage the security camera.
- (rev 9185) Add script events to set, rather than toggle, the state of the security camera as a whole (power) and its subcomponents
- (rev 9186) Automatically detect whether the sparks particle is looping

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: option to start / stop alarm (trigger targets) when destroyed
- follow: if the player runs out of view, let the camera turn to where it predicts he will be in 1s
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: let the spotlight(s) use different values for colors & useColors than the main model
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 07.03.2021 23:03 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182, 9184, 9187) Give mappers control over what can damage the security camera.
- (rev 9185) Add script events to set, rather than toggle, the state of the security camera as a whole (power) and its subcomponents
- (rev 9186) Automatically detect whether the sparks particle is looping

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: option to start / stop alarm (trigger targets) when destroyed
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: let the spotlight(s) use different values for colors & useColors than the main model
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 07.03.2021 21:13 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182, 9184, 9187) Give mappers control over what can damage the security camera.
- (rev 9185) Add script events to set, rather than toggle, the state of the security camera as a whole (power) and its subcomponents
- (rev 9186) Automatically detect whether the sparks particle is looping

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: make sure targets are triggered off when the camera is destroyed while alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: let the spotlight(s) use different values for colors & useColors than the main model
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 07.03.2021 20:29 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182, 9184) Give mappers control over what can damage the security camera.
- (rev 9185) Add script events to set, rather than toggle, the state of the security camera as a whole (power) and its subcomponents
- (rev 9186) Automatically detect whether the sparks particle is looping

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: make sure targets are triggered off when the camera is destroyed while alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: let the spotlight(s) use different values for colors & useColors than the main model
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 07.03.2021 14:13 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182, 9184) Give mappers control over what can damage the security camera.
- (rev 9185) Add script events to set, rather than toggle, the state of the security camera as a whole (power) and its subcomponents

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: make sure targets are triggered off when the camera is destroyed while alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: let the spotlight(s) use different values for colors & useColors than the main model
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- sparks: automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 07.03.2021 10:36 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182, 9184) Give mappers control over what can damage the security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: make sure targets are triggered off when the camera is destroyed while alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: script events to set On or Off
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: let the spotlight(s) use different values for colors & useColors than the main model
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- sparks: automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 06.03.2021 16:55 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182) Give mappers control over what can damage the security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: make sure targets are triggered off when the camera is destroyed while alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: script events to set On or Off
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: let the spotlight(s) use different values for colors & useColors than the main model
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- sparks: automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 06.03.2021 16:44 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182) Give mappers control over what can damage the security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: make sure targets are triggered off when the camera is destroyed while alerted
- sparks: looping sparks particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: script events to set On or Off
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: let the spotlight(s) use different values for colors & useColors than the main model
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- sparks: automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 06.03.2021 16:31 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182) Give mappers control over what can damage the security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: make sure targets are triggered off when the camera is destroyed while alerted
- sparks: looping sparks particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: script events to set On or Off
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- sparks: automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 06.03.2021 16:28 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera, spawnarg on security camera: "notice_destroyed"
- (rev 9182) Give mappers control over what can damage the security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- spawnargs: allow to use spawnarg "sweepSpeed"
- triggers: make sure targets are triggered off when the camera is destroyed while alerted
- sparks: looping sparks particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- detection: improve how the security camera decides to become fully alerted
- scripts: script events to set On or Off
- scripts: add a disabled state that can be called by script and object functions
- models: merge the clipmodels with the visual models

3rd Priority:
- spotlight: allow the security camera to use multiple mapper-specified lights
- spotlight: option to change the light texture depending on alert state
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: make the camera react to being damaged
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity
- sparks: rename sparks spawnargs so they don't get confused with damage fx
- sparks: automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- spawnargs: merge 'sightTime' with 'sightResume'
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot for broadhead arrows
- let the camera hear
- detect AIs hostile to the camera's team
Revision 06.03.2021 16:00 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera.
- (rev 9182) Give mappers control over what can damage the security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- allow to use spawnarg "sweepSpeed"
- add a disabled state that can be called by script and object functions
- fire arrow splash damage should be more damaging to the security camera in general, just like with AIs
- make sure targets are triggered off when the camera is destroyed while alerted
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off
- merge the clipmodels with the visual models

3rd Priority:
- allow the security camera to use multiple lights
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should damage & KO AIs if heavy enough
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: let water temporarily disable the security camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- maybe also check for the player's torso, as he might stand right in front of the camera
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 06.03.2021 15:58 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- damage: disable vulnerability to melee or broadhead damage by default
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- allow to use spawnarg "sweepSpeed"
- add a disabled state that can be called by script and object functions
- fire arrow splash damage should be more damaging to the security camera in general, just like with AIs
- make sure targets are triggered off when the camera is destroyed while alerted
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off
- merge the clipmodels with the visual models

3rd Priority:
- allow the security camera to use multiple lights
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should damage & KO AIs if heavy enough
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: let water temporarily disable the security camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- maybe also check for the player's torso, as he might stand right in front of the camera
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 06.03.2021 10:32 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- damage: disable vulnerability to melee or broadhead damage by default
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- allow to use spawnarg "sweepSpeed"
- add a disabled state that can be called by script and object functions
- fire arrow splash damage should be more damaging to the security camera in general, just like with AIs
- make sure targets are triggered off when the camera is destroyed while alerted
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off

3rd Priority:
- allow the security camera to use multiple lights
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should damage & KO AIs if heavy enough
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: let water temporarily disable the security camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- maybe also check for the player's torso, as he might stand right in front of the camera
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 05.03.2021 13:58 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- damage: disable vulnerability to melee or broadhead damage by default
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- allow to use spawnarg "sweepSpeed"
- fire arrow splash damage should be more damaging to the security camera in general, just like with AIs
- make sure targets are triggered off when the camera is destroyed while alerted
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off

3rd Priority:
- allow the security camera to use multiple lights
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should damage & KO AIs if heavy enough
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: let water temporarily disable the security camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- maybe also check for the player's torso, as he might stand right in front of the camera
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 05.03.2021 11:34 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- damage: disable vulnerability to melee or broadhead damage by default
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- fire arrow splash damage should be more damaging to the security camera in general, just like with AIs
- make sure targets are triggered off when the camera is destroyed while alerted
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off

3rd Priority:
- allow the security camera to use multiple lights
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should damage & KO AIs if heavy enough
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: let water temporarily disable the security camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- maybe also check for the player's torso, as he might stand right in front of the camera
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 05.03.2021 07:28 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- damage: disable vulnerability to melee or broadhead damage by default
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off

3rd Priority:
- allow the security camera to use multiple lights
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should damage & KO AIs if heavy enough
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: let water temporarily disable the security camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- models: security cameras should not be forced to use clipmodels
- maybe also check for the player's torso, as he might stand right in front of the camera
- link up to a turret

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 03.03.2021 19:51 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 9173) (reverted in 9181) reinstate code to "dislodge" the camera when destroyed
- (rev 9179) (reverted in 9181) Player can pick up a dislodged security camera.
- (rev 9180) (reverted in 9181) Dislodged security cameras make sounds when colliding.
- (rev 9181) Revert most of the dislodge-related changes, only keep the logic for deciding to dislodge.
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off
- security cameras and their moveables should have the same mass etc.

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should damage & KO AIs if heavy enough
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 03.03.2021 09:27 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.
- (rev 9179) Player can pick up a dislodged security camera.
- (rev 9180) Dislodged security cameras make sounds when colliding.

1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off
- security cameras and their moveables should have the same mass etc.

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should damage & KO AIs if heavy enough
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 23:01 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.
- (rev 9179) Player can pick up a dislodged security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off
- security cameras and their moveables should have the same mass etc.

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be grabbable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 22:41 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off
- security cameras and their moveables should have the same mass etc.

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be grabbable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 19:51 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable, and set to be frobable/unfrobable when dislodged
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be grabbable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 19:50 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.

1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 19:50 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.
- (rev 9177) respond to trigger stims & trigger signals
- (rev 9178) can now be frobable

1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 17:28 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- script events to set On or Off

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 14:17 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera
- pivot resets to original orientation when the security camera is removed.

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 14:17 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray
- pivot resets to original orientation when the security camera is removed.

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 14:17 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 9176) TDM crashes at map load when a Response is set on the security camera
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 13:37 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- can't set Responses on this entity
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 13:35 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed
- maybe also check for the player's torso, as he might stand right in front of the camera

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 10:48 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- non-periodic "spark" particles should appear immediately after destruction
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 09:43 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- make sure targets are triggered off when the camera is destroyed while alerted
- link up to a turret
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 09:02 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172, 9175) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 02.03.2021 08:18 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 9174) AIs become alerted if they see a destroyed security camera.


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- continueSweep doesn't work correctly for non-following or unalerted cameras with sweepAngle over 180° (shifts positions)
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 01.03.2021 21:19 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- continueSweep doesn't work correctly for non-following or unalerted cameras with sweepAngle over 180° (shifts positions)
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- destroyed / dislodged cameras should look suspicious to AIs
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 01.03.2021 21:16 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- improve how the security camera decides to become fully alerted
- continueSweep doesn't work correctly for non-following or unalerted cameras with sweepAngle over 180° (shifts positions)
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: sound while the camera is following
- destroyed / dislodged cameras should look suspicious to AIs
- damage: make the camera react to being damaged
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- dislodged cameras should act like moveables: be frobable, KO AIs and make impact sounds
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 01.03.2021 21:03 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 9173) reinstate code to "dislodge" the camera when destroyed
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: sound while the camera is following
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- improve how the security camera decides to become fully alerted
- continueSweep doesn't work correctly for non-following or unalerted cameras with sweepAngle over 180° (shifts positions)
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 01.03.2021 15:51 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: sound while the camera is following
- follow: allow to limit horizontal rotation
- figure out why the old camera sees so unreliably
- improve how the security camera decides to become fully alerted
- continueSweep doesn't work correctly for non-following or unalerted cameras with sweepAngle over 180° (shifts positions)
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 01.03.2021 12:25 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- continueSweep doesn't work correctly for non-following or unalerted cameras with sweepAngle over 180° (shifts positions)
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 01.03.2021 12:24 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- continueSweep doesn't work correctly for unalerted cameras with sweepAngle over 180°
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 01.03.2021 12:22 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- correct reverseSweep() for 360° sweepAngle if it happens after power returns
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 01.03.2021 10:01 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 9171, 9172) allow to sweep 360° or more with the modified movement system
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 28.02.2021 11:23 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- (rev 16194) models: add pivot mounts for the old security camera
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 24.02.2021 14:38 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- document shaderParms in the wiki
- update the test map in the wiki article


1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 24.02.2021 14:37 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- document shaderParms in the wiki
- update the test map in the wiki article

Done, to be documented:

1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 24.02.2021 13:41 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- (rev 16182) models: better wall mount for Epifire's camera
- (rev 16182) add spawnarg "gear_speed" to the Epifire camera ceiling pivot
- document the new script events / delete part about object functions
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 24.02.2021 11:39 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- document the new script events / delete part about object functions
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- trim spawnargs
- trim code variables / convert floats into ints
- damage: make the camera react to being damaged
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: better wall mount for Epifire's camera

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 24.02.2021 11:38 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- document the new script events / delete part about object functions
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- improve how the security camera decides to become fully alerted
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- follow: if the player runs past underneath the camera, let it incline upwards
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- damage: allow to disable vulnerability to melee or broadhead damage
- damage: allow to make water damage the camera
- trim spawnargs
- trim code variables / convert floats into ints
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: better wall mount for Epifire's camera

3rd Priority:
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- make the camera react to being damaged
- screens: prefab of one screen that can switch between multiple cameras
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 23.02.2021 17:03 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- document the new script events / delete part about object functions
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: let incline limits be independent of the starting pitch
- follow: allow to limit horizontal rotation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- Improve how the security camera decides to become fully alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: better wall mount for Epifire's camera

3rd Priority:
- follow: allow stationary cameras to follow the player
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 23.02.2021 16:47 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- (rev 9151) scripts: script functions to get & set the camera's health
- (rev 9151) scripts: script function to set the camera's sight threshold
- (rev 9151) scripts: script function to toggle player detection, rather than the scriptobject setting a spawnarg
- document the new script events / delete part about object functions
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: let incline limits be independent of the starting pitch
- follow: allow to limit horizontal rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- Improve how the security camera decides to become fully alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- allow sweepAngle to be over 180
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 23.02.2021 13:07 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: let incline limits be independent of the starting pitch
- follow: allow to limit horizontal rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- Improve how the security camera decides to become fully alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- allow sweepAngle to be over 180
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script functions to get & set the camera's health
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 23.02.2021 10:56 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9149) follow: allow to limit vertical rotation
- (rev 9150) more control over when the camera triggers its targets
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit horizontal rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- Improve how the security camera decides to become fully alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- allow sweepAngle to be over 180
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script functions to get & set the camera's health
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 23.02.2021 09:39 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- (rev 16179) old camera should not have coloured glass when destroyed
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- (rev 9149) follow: allow to limit vertical rotation
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit horizontal rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- allow sweepAngle to be over 180
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- Improve how the security camera decides to become fully alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script functions to get & set the camera's health
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 22.02.2021 22:14 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit vertical rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- old camera has coloured glass when destroyed
- allow sweepAngle to be over 180
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- Improve how the security camera decides to become fully alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script functions to get & set the camera's health
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 22.02.2021 19:49 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit vertical rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- old camera has coloured glass when destroyed
- allow sweepAngle to be over 180
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- Improve how the security camera decides to become fully alerted
- follow: if the player runs past underneath the camera, let it incline upwards
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 22.02.2021 19:47 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit vertical rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- old camera has coloured glass when destroyed
- allow sweepAngle to be over 180
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- Improve how the security camera decides to become fully alerted
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 22.02.2021 18:56 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9146) when returning to regular activity, sweep and incline should be synchronised to finish simultaneously
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- (rev 9145) alarm should not expire if the camera can see or recently saw the player
- (rev 9145) rename spawnarg "wait" to "alarm_duration"
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit vertical rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- old camera has coloured glass when destroyed
- allow sweepAngle to be over 180
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 21.02.2021 09:29 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit vertical rotation
- follow: make sure that the object functions are compatible with the new follow behaviour
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 21.02.2021 09:10 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit vertical rotation
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485)
- screens: prefab of one screen that can switch between multiple cameras
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 21.02.2021 07:55 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- follow: allow to limit vertical rotation
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: prefab of one screen that can switch between multiple cameras
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 21.02.2021 07:53 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 9143) follow: also make the camera incline to follow the player
- (rev 9143) follow: different speed for following than for sweeping
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: prefab of one screen that can switch between multiple cameras
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 19.02.2021 22:31 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: prefab of one screen that can switch between multiple cameras
- follow: allow stationary cameras to follow the player
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 19.02.2021 21:04 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- let the camera hear
- detect AIs hostile to the camera's team
Revision 19.02.2021 21:04 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- update the test map in the wiki article (still need to find a way to upload it)

1st Priority:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- more control over when the camera triggers its targets, i.e. upon destruction
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

2nd Priority:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- option to disable vulnerability to melee or broadhead damage
- option to make water damage the camera
- trim & organise spawnargs
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: better wall mount for Epifire's camera

3rd Priority:
- make the camera react to being damaged
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- option to change the light texture depending on alert state
- rename sparks spawnargs so they don't get confused with damage fx
- automatically detect whether the sparks particle is looping
- blackjack does not damage the camera, only sword & broadheads
- models: security cameras should not be forced to use clipmodels
- models: model flashes when destroyed

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 21:01 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- automatically detect whether the sparks particle is looping
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: model flashes when destroyed
- models: better wall mount for Epifire's camera
- rename sparks spawnargs so they don't get confused with damage fx
- make the camera react to being damaged

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 18:44 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- automatically detect whether the sparks particle is looping
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: model flashes when destroyed
- models: better wall mount for Epifire's camera
- rename sparks spawnargs so they don't get confused with damage fx

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 18:25 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- models: model flashes when destroyed
- models: better wall mount for Epifire's camera
- rename sparks spawnargs so they don't get confused with damage fx

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 17:32 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- model flashes when destroyed
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- rename sparks spawnargs so they don't get confused with damage fx

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 17:25 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- model flashes when destroyed
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model
- rename sparks spawnargs so they don't get confused with damage fx

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 17:21 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- model flashes when destroyed
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 17:16 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: sound while the camera is following
- old camera has coloured glass when destroyed
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle to be over 180
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 14:58 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename spawnarg "wait" to "alarm_duration"
- allow sweepAngle over 180
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 19.02.2021 14:57 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 9136) follow: make the camera follow the player once sighted so it's harder to escape its view
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename spawnarg "wait" to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 21:14 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename spawnarg "wait" to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- follow: option to sense the player, so the camera always knows where the player is once it's alert
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 17:11 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename spawnarg "wait" to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- screens: prefab of one screen that can switch between multiple cameras
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 16:55 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename spawnarg "wait" to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- models: security cameras should not be forced to use clipmodels
- models: make a version of Epifire's model with an inbuilt lamp and ray
- models: make a skin for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 16:54 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) customisable spotlight properties with spawnargs "spotlight_range", "spotlight_diameter" and "spotlight_texture"
- (rev 9121) customisable post-destruction sparks particle with spawnargs beginning with "sparks"
- (rev 9116) customisable intervals between alarm sounds
- (rev 9110, 9126, 9128) customisable skins
- (rev 9113, 9114) handle colour switches in code instead of in the scriptobject
- (rev 9109, 9115) script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_off" has no effect
- (rev 9117) problems with sync/visibility of the post-destruction sparks particle
- (rev 9125) rename spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) screens: customise fov on display screens by adding spawnargs "cameraFovX" and "cameraFovY", to be set on the sending entity
- (rev 9132) option for mappers to use an own spotlight with spawnarg "spotlight_custom"
- (rev 9133) automatically calculate "spotlight_diameter" to match "scanFov" unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing soon after camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) add damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security cameras sending their views to display screens (also includes an automaton)
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables out of the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename spawnarg "wait" to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim & organise spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- screens: add a shaderParm spawnarg to set the resolution of a camera GUI material
- screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity. Update prefabs
- more control over when the camera triggers its targets, i.e. upon destruction
- blackjack does not damage the camera, only sword & broadheads
- option to disable vulnerability to melee or broadhead damage
- option to change the light texture depending on alert state
- option to make water damage the camera
- security cameras should not be forced to use clipmodels
- scripts: expose object functions as script functions that can be called directly from scripts
- scripts: proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- scripts: script function to set the camera's health (= destroy)
- scripts: script function to set the camera's sight threshold
- make a version of Epifire's model with an inbuilt lamp and ray
- make a skin for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 13:56 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen so that all camera* spawnargs can be on the same entity. Update prefabs
- more control over when the camera triggers its targets, i.e. upon destruction
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels
- expose object functions as script functions that can be called directly from scripts
- proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- script function to set the camera's health (= destroy)
- script function to set the camera's sight threshold
- Epifire's model with inbuilt lamp and ray
- skins for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 13:56 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen so that all camera* spawnargs can be on the same entity. Update prefabs
- more control over when the camera triggers its targets
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels
- expose object functions as script functions that can be called directly from scripts
- proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- script function to set the camera's health (= destroy)
- script function to set the camera's sight threshold
- Epifire's model with inbuilt lamp and ray
- skins for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 13:55 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen so that all camera* spawnargs can be on the same entity. Update prefabs
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels
- expose object functions as script functions that can be called directly from scripts
- proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- script function to set the camera's health (= destroy)
- script function to set the camera's sight threshold
- Epifire's model with inbuilt lamp and ray
- skins for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 13:54 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen so that all camera* spawnargs can be on the same entity
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels
- expose object functions as script functions that can be called directly from scripts
- proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- script function to set the camera's health (= destroy)
- script function to set the camera's sight threshold
- Epifire's model with inbuilt lamp and ray
- skins for Epifire's model

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 13:32 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen so that all camera* spawnargs can be on the same entity
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels
- expose object functions as script functions that can be called directly from scripts
- proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- script function to set the camera's health (= destroy)
- script function to set the camera's sight threshold

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 13:16 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen so that all camera* spawnargs can be on the same entity
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels
- proper script function to toggle player detection, rather than setting a spawnarg monitored by the code
- script function to set the camera's health (= destroy)
- script function to set the camera's sight threshold

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 13:16 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen so that all camera* spawnargs can be on the same entity
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels
- proper script function to toggle player detection, rather than setting a spawnarg monitored by the code

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 13:09 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen so that all camera* spawnargs can be on the same entity
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 12:53 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- alarm should not expire if the camera can see or recently saw the player
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- allow to set cameraFovX and cameraFovY on the display screen instead of on the entity sending the view
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 12:49 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- rename "wait" spawnarg to "alarm_duration"
- trim spawnargs
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 18.02.2021 11:24 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- follow: make the camera follow the player once sighted/detected
- follow: also make the camera incline to follow the player
- follow: different speed for following than for sweeping
- follow: different sound for following than for sweeping
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 14:34 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 11:39 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- (rev 9135) camera is invincible if "health" is set to 0, as originally intended
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 11:38 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- (rev 9135) different fx and snd_death depending on powerOn
- update the test map in the wiki article (still need to find a way to upload it)
- document that the camera is invincible if "health" is set to 0

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 10:20 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- update the test map in the wiki article (still need to find a way to upload it)
- document that the camera is invincible if "health" is set to 0

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 10:18 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- (rev 9134) allow adjustment of visual acuity with new spawnarg "sight_threshold"
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 09:55 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- (rev 9133) automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- allow adjustment of visual acuity
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 09:16 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight
- update the test map in the wiki article (still need to find a way to upload it)

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- allow adjustment of visual acuity
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 09:11 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
New wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(2.10%2B)
Current wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- update the test map in the wiki article
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- allow adjustment of visual acuity
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 08:58 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- update the test map in the wiki article
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- allow adjustment of visual acuity
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state
- security cameras should not be forced to use clipmodels

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 08:58 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- (rev 16171) let Epifire's camera use solid materials. Uses the clipmodel anyway.
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- update the test map in the wiki article
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- allow adjustment of visual acuity
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 17.02.2021 08:41 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- document shaderParms in the wiki

Done, to be documented:
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 9132) option for mappers to use an own spotlight

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- allow adjustment of visual acuity
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 16.02.2021 13:37 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 9130) add spawnargs cameraFovX and cameraFovY to specify display screen fov separately from scanFov
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- add a shaderParm spawnarg to set the resolution of a camera GUI material
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 15.02.2021 17:23 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- document shaderParms in the wiki

Should be addressed:
- allow to specify display screen fov separately from scanFov. This should also apply if the view is coming from an entity specified in cameraTarget
- make the camera follow the player once sighted/detected. Should also incline.
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 15.02.2021 13:01 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- (rev 16163) make moveables from the security cameras
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- different fx and snd_death depending on powerOn
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera
- option to change the light texture depending on alert state

Stretch goals:
- make the lens a vulnerable spot without compromising fire arrow effectiveness
- detect AIs hostile to the camera's team
Revision 15.02.2021 11:39 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- (rev 16162) make prefabs of security camera sending their view to display screen
- (rev 16162) make more camera screen materials so mappers can easily have multiple in their map without modifying materials
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- check whether inherited properties can be disabled, i.e. by setting "-"
- different fx and snd_death depending on powerOn
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 15.02.2021 09:50 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126, 9128) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- introduce spawnarg "skin_on" to replace "skin"
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- check whether inherited properties can be disabled, i.e. by setting "-"
- different fx and snd_death depending on powerOn
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 15.02.2021 09:35 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- (rev 16160) make sure the old camera assets are compatible with all new features
- (rev 16160) make a clipmodel for the old camera
- (rev 16160) rename the falloff image to avoid conflicts with Volta assets
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- introduce spawnarg "skin_on" to replace "skin"
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- check whether inherited properties can be disabled, i.e. by setting "-"
- different fx and snd_death depending on powerOn
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 15.02.2021 08:42 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- introduce spawnarg "skin_on" to replace "skin"
- make a clipmodel for the old camera
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- rename the falloff image to avoid conflicts with Volta assets
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- check whether inherited properties can be disabled, i.e. by setting "-"
- different fx and snd_death depending on powerOn
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 14.02.2021 17:57 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- rename the falloff image to avoid conflicts with Volta assets
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- check whether inherited properties can be disabled, i.e. by setting "-"
- different fx and snd_death depending on powerOn
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 14.02.2021 17:45 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- rename the falloff image to avoid conflicts with Volta assets
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- check whether inherited properties can be disabled, i.e. by setting "-"
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 14.02.2021 13:26 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110, 9126) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- rename the falloff image to avoid conflicts with Volta assets
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 14.02.2021 13:25 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9126) make sure all the new coding variables are saved and loaded from saves
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- rename the falloff image to avoid conflicts with Volta assets
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 14.02.2021 12:50 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9125) rename the spawnarg "sweepSpeed" to "sweepTime" to match how it's used in the code.
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- make sure all the new coding variables are saved and loaded from saves
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- rename the falloff image to avoid conflicts with Volta assets
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 14.02.2021 10:37 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- make sure all the new coding variables are saved and loaded from saves
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- rename the falloff image to avoid conflicts with Volta assets
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- make moveables out of the cameras
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 14.02.2021 10:18 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera
Old wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera_(legacy)

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- make sure all the new coding variables are saved and loaded from saves
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 14.02.2021 09:37 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9121) hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- make sure all the new coding variables are saved and loaded from saves
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 13.02.2021 23:33 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- make sure all the new coding variables are saved and loaded from saves
- find out why the camera was set to be nonsolid
- update the test map in the wiki article
- make a prefab of a camera sending its view to a display screen
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot without compromising fire arrow effectiveness
Revision 13.02.2021 23:23 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- make sure all the new coding variables are saved and loaded from saves
- find out why the camera was set to be nonsolid
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot
Revision 13.02.2021 19:24 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- make sure the new variables are saved and loaded from saves
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot
Revision 13.02.2021 16:35 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- make sure the old camera assets are compatible with all new features
- make a clipmodel for the old camera
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
- make the lens a vulnerable spot
Revision 13.02.2021 14:58 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the wiki

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- make sure the old camera assets are compatible with all new features
- make a clipmodel for old camera
- allow mappers to easily define which parts of the camera are vulnerable to physical damage
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
Revision 13.02.2021 13:31 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Links:
Public forums - https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/
Dev forums - https://forums.thedarkmod.com/index.php?/topic/20768-security-cameras/
Wiki article - https://wiki.thedarkmod.com/index.php?title=Security_Camera

Done and documented:

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- make sure the old camera assets are compatible with all new features
- make a clipmodel for old camera
- allow mappers to easily define which parts of the camera are vulnerable to physical damage
- document shaderParms in the wiki
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
Revision 13.02.2021 12:23 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- make sure the old camera assets are compatible with all new features
- make a clipmodel for old camera
- allow mappers to easily define which parts of the camera are vulnerable to physical damage
- update Wiki documentation
-- document shaderParms in the wiki
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
Revision 13.02.2021 10:42 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document fx spawnargs in the entityDef
- (rev 16150) make use of the fx system for damage & destruction fx
- document shaderParms in the entity description
- make sure the old camera assets are compatible with all new features
- make a clipmodel for old camera
- allow mappers to easily define which parts of the camera are vulnerable to physical damage
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
Revision 13.02.2021 10:10 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- make the camera follow the player once sighted/detected. Should also incline.
- hardcoded: sparks particle when the camera is destroyed
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- (rev 16150) gear scriptobjects should stop processing when camera is destroyed.
- (rev 16150) change destruction sound from "glass_bullethole" to "sizzle"
- (rev 16150) camera is destroyed too easily by far away fire arrow splash damage (increase health)
- (rev 16150) document shaderParms and fx
- (rev 16150) make use of the fx system for damage & destruction fx
- make sure the old camera assets are compatible with all new features
- make a clipmodel for old camera
- allow mappers to easily define which parts of the camera are vulnerable to physical damage
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state
- blackjack does not damage the camera, only sword & broadheads
- make water optionally damage the camera

Stretch goals:
- detect AIs hostile to the camera's team
Revision 11.02.2021 15:58 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- gear scriptobjects should stop processing when camera is destroyed.
- destruction sound is glass being shot by a bullet
- pivot should also receive skin_broken when camera is destroyed
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- document shaderParms and fx
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make use of the fx system for damage & destruction fx
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 11.02.2021 15:54 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- gear scriptobjects should stop processing when camera is destroyed.
- destruction sound is glass being shot by a bullet
- pivot should also receive skin_broken when camera is destroyed
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make use of the fx system for damage & destruction fx
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- option to change the light texture depending on alert state

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 11.02.2021 15:01 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- gear scriptobjects should stop processing when camera is destroyed.
- destruction sound is glass being shot by a bullet
- pivot should also receive skin_broken when camera is destroyed
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make use of the fx system for damage & destruction fx
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 11.02.2021 15:00 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- gear scriptobjects should stop processing when camera is destroyed.
- destruction sound is glass being shot by a bullet
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make use of the fx system for damage & destruction fx
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 11.02.2021 11:47 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109, 9115) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make use of the fx system for damage & destruction fx
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 11.02.2021 11:45 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- make sure the old camera assets are compatible with all new features
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make use of the fx system for damage & destruction fx
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 11.02.2021 09:07 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make use of the fx system for damage & destruction fx
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 11.02.2021 07:33 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- (rev 9117) problems with sync/visibility of the sparks particle
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 10.02.2021 11:20 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- problems with sync/visibility of the sparks particle
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 10.02.2021 10:51 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardcoded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 10.02.2021 10:51 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9116) hardocded: intervals between alarm sounds
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114, 9115) spawnarg "start_on" has no effect
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 10.02.2021 09:45 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- hardocded: intervals between alarm sounds
- (9110) hardcoded: names of skins
- (9113, 9114) colour switches handled inefficiently by the scriptobject
- (9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (9114, 9115) spawnarg "start_on" has no effect
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- (0005529) issues with falloff images for projected lights, especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 10.02.2021 09:45 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- hardocded: intervals between alarm sounds
- (9110) hardcoded: names of skins
- (9113, 9114) colour switches handled inefficiently by the scriptobject
- (9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (9114, 9115) spawnarg "start_on" has no effect
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- (0005529) issues with falloff images for projected lights (0005528), especially when spotlight is short but wide.
- (0005531) search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 10.02.2021 09:44 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- hardocded: intervals between alarm sounds
- (9110) hardcoded: names of skins
- (9113, 9114) colour switches handled inefficiently by the scriptobject
- (9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (9114, 9115) spawnarg "start_on" has no effect
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with falloff images for projected lights (0005528), especially when spotlight is short but wide.
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 09.02.2021 12:32 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (9110) hardcoded: names of skins
- (9113, 9114) colour switches handled inefficiently by the scriptobject
- (9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (9114, 9115) spawnarg "start_on" has no effect
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with falloff images for projected lights (0005528), especially when spotlight is short but wide.
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 09.02.2021 11:51 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Should be addressed:
- (9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (9110) hardcoded: names of skins
- (9113, 9114) colour switches handled inefficiently by the scriptobject
- (9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (9114, 9115) spawnarg "start_on" has no effect
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.
- make the camera follow the player once sighted/detected. Should also incline.
- update Wiki documentation
- search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Could be addressed:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value

Stretch goals:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 09.02.2021 09:39 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (9110) hardcoded: names of skins
- (9113, 9114) colour switches handled inefficiently by the scriptobject
- (9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (9114, 9115) spawnarg "start_on" has no effect
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.
- make the camera follow the player once sighted/detected. Could also incline.

Intermediate issues:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- update Wiki documentation
- search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 08.02.2021 18:30 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114) spawnarg "start_on" has no effect
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.
- make the camera follow the player once sighted/detected. Could also incline.

Intermediate issues:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- automatically calculate spotlight_diameter to match scanFov unless mapper manually specifies a value
- update Wiki documentation
- search for FMs that use security cameras or their assets and check that they look & behave the same on 2.09 vs 2.10

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 08.02.2021 11:29 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- (rev 9113, 9114) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- (rev 9114) spawnarg "start_on" has no effect
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.

Intermediate issues:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 08.02.2021 10:28 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- (rev 9113) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- spawnarg "start_on" has no effect
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.

Intermediate issues:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 08.02.2021 09:14 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (rev 9111, 9112) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- (rev 9113) colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- spawnarg "start_on" has no effect
- camera does not switch off fully when triggered
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.

Intermediate issues:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 07.02.2021 15:06 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (rev 9111) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- spawnarg "start_on" has no effect
- camera does not switch off fully when triggered
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.

Intermediate issues:
- option for mappers to use an own spotlight
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 07.02.2021 13:02 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and are therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (rev 9111) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- spawnarg "start_on" has no effect
- camera does not switch off fully when triggered
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.

Intermediate issues:
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 07.02.2021 13:02 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (rev 9111) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- spawnarg "start_on" has no effect
- camera does not switch off fully when triggered
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.

Intermediate issues:
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 07.02.2021 11:01 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- (rev 9111) hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- camera does not switch off fully
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)
- issues with new falloff image when spotlight is short but wide.

Intermediate issues:
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 06.02.2021 18:56 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- camera does not switch off fully
- STATE_PAUSE is immediately dropped after switching off
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)

Intermediate issues:
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 06.02.2021 18:49 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- (rev 9110) hardcoded: names of skins
- colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- can't be switched off properly and STATE_PAUSE is immediately dropped
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)

Intermediate issues:
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team
Revision 06.02.2021 18:38 by Dragofer
Description During 0004731, a range of changes and improvements have been suggested for security cameras in general. Most of these are not specific to Epifire's security camera and therefore tracked here.

Discussion thread:
https://forums.thedarkmod.com/index.php?/topic/20005-tdm-security-cameras/

Early issues, fixes required for adequate function and customisability:
- hardcoded: spotlight properties and texture
- hardcoded: sparks particle when the camera is destroyed
- hardcoded: names of skins
- colour switches handled inefficiently by the scriptobject
- (rev 9109) add a script event to check the camera's state (getSecurityCameraState(), returns 1 to 5)
- can't be switched off properly and STATE_PAUSE is immediately dropped
- camera can be destroyed by broadhead arrows. (make immune, or see stretch goal for making lens the vulnerable spot)
- camera is destroyed too easily by far away fire arrow splash damage (increase health)

Intermediate issues:
- allow adjustment of visual acuity
- make the time taken go to full alert depend on the brightness of the lightgem
- make the camera follow the player once sighted/detected

Stretch issues:
- make lenses vulnerable to broadheads. Probably requires the camera to be an md5mesh with a bone for the lens.
- detect AIs hostile to the camera's team