Difference between revisions of "Talk:Mapping/Entities/misc camera"

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* As proposed by [[User:H-hour|H-Hour]], having an option to switch the cameras on/off (maybe by placing an actor at a certain point of the map) would be great. One way to display this to the player I could think of would look the same way as the Rescue zone button. No button means no cameras available, Button greyed out means cameras available but not activ, button shines if cameras activated. --[[User:ShipIt|ShipIt]] 13:09, 8 October 2012 (SAST)
 
* As proposed by [[User:H-hour|H-Hour]], having an option to switch the cameras on/off (maybe by placing an actor at a certain point of the map) would be great. One way to display this to the player I could think of would look the same way as the Rescue zone button. No button means no cameras available, Button greyed out means cameras available but not activ, button shines if cameras activated. --[[User:ShipIt|ShipIt]] 13:09, 8 October 2012 (SAST)
 
** I would more vote for the generic user interaction highlighting like for the doors. We already have it, and in combination with the trigger_touch, this feature is very easy to implement. --[[User:Mattn|Mattn]] 15:35, 8 October 2012 (SAST)
 
** I would more vote for the generic user interaction highlighting like for the doors. We already have it, and in combination with the trigger_touch, this feature is very easy to implement. --[[User:Mattn|Mattn]] 15:35, 8 October 2012 (SAST)
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***I am fine this way, too. But not sure about the feedback for the player. How can we tell him whether the cameras are on or off in this case? --[[User:ShipIt|ShipIt]] 15:39, 8 October 2012 (SAST)

Revision as of 13:39, 8 October 2012

  • I love it :) --ShipIt 16:13, 6 October 2012 (SAST)
  • The max detection range is 800 map units? Maybe this could be a property of the entity, so the mapper can adjust it if he needs to? --ShipIt 16:13, 6 October 2012 (SAST)
    • Good idea - will implement it. --Mattn 20:08, 6 October 2012 (SAST)
  • Right now it seems the model is always placed right in the middle of the actual actor cell. In order to add this to existing maps we would need some more freedom to place it. This is especially true for the height (z-axis). --ShipIt 16:13, 6 October 2012 (SAST)
    • this is a problem with the box size in entities.ufo. Should indeed be fixed. --Mattn 20:08, 6 October 2012 (SAST)
  • The angles key is not working. This might be needed if somebody wants to choose a different, static model for the camera. Does this only require to be defined in entities.ufo? --ShipIt 16:13, 6 October 2012 (SAST)
    • Angle key is not working because the camera is implemented as 360° viewangle. It shouldn't be that hard to implement a frustom view for it though. --Mattn 20:08, 6 October 2012 (SAST)
  • As proposed by H-Hour, having an option to switch the cameras on/off (maybe by placing an actor at a certain point of the map) would be great. One way to display this to the player I could think of would look the same way as the Rescue zone button. No button means no cameras available, Button greyed out means cameras available but not activ, button shines if cameras activated. --ShipIt 13:09, 8 October 2012 (SAST)
    • I would more vote for the generic user interaction highlighting like for the doors. We already have it, and in combination with the trigger_touch, this feature is very easy to implement. --Mattn 15:35, 8 October 2012 (SAST)
      • I am fine this way, too. But not sure about the feedback for the player. How can we tell him whether the cameras are on or off in this case? --ShipIt 15:39, 8 October 2012 (SAST)