View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0006020 | The Dark Mod | Coding | public | 21.07.2022 19:52 | 21.07.2022 19:53 |
Reporter | Dragofer | Assigned To | Dragofer | ||
Priority | normal | Severity | normal | Reproducibility | N/A |
Status | assigned | Resolution | open | ||
Product Version | SVN | ||||
Summary | 0006020: Further improvements to security cameras | ||||
Description | Security cameras were overhauled and expanded for TDM 2.10 during 0005528, but as always more can be done. This ticket tracks features that didn't make it into 2.10. 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_(2.10%2B) Done and documented: Done, not yet documented: Possible features: 1st Priority: - follow: allow to limit horizontal rotation - detection: improve how the security camera decides to become fully alerted - follow: sound while the camera is following - code a turret and link it up to the security camera 2nd Priority: - canSee() currently only works as intended for player1 - triggers: option to start / stop alarm (trigger targets) when destroyed - scripts: add a disabled state that can be called by script and object functions - Epifire camera lens should be brighter 3rd Priority: - spotlight: allow the security camera to use multiple mapper-specified lights - spotlight: let the spotlight(s) use different values for colors & useColors than the main model - spotlight: option to change the light texture depending on alert state - damage: make the camera react to being damaged - screens: add a shaderParm spawnarg to set the resolution of a camera GUI material (actually, see 5485) - screens: prefab of one screen that can switch between multiple cameras - screens: allow to set "cameraFovX" and "cameraFovY" on the display screen so that all 3 camera* spawnargs can be on the same entity - sparks: rename sparks spawnargs so they don't get confused with damage fx - triggers: if a fire arrow blast destroys a camera and pushes a button targeting the camera, the sparks particle becomes out of sync - models: security cameras should not be forced to use clipmodels - models: make a version of Epifire's model with an inbuilt lamp and ray | ||||
Tags | No tags attached. | ||||