View Revisions: Issue #5528
Summary | 0005528: Improvements to security cameras | ||
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |
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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 |