6634ca2e5977a

Post Reply

Your name:
Subject:
Message Icon:

Verification:
This box must be left blank:

Look at you, hacker: a pathetic creature of meat and ____!  (Fill in the missing word):

Shortcuts: Alt+s to submit/post; Alt+p to preview


Topic Summary

Posted by: voodoo47
« on: 14. October 2018, 16:04:49 »

I've actually looked at how alarming/hackable cameras are done in this mod some time ago, and determined it's too messy to be converted into a proper dml mod. however a simplified version that omits the extra effects should be doable, and easy enough, even if slightly messy - basically, just the part that sets off alarm if destroyed and disables the camera when hacked.

with squirrel, you can basically create your own scripts that will do exactly what you need, instead of frankensteining the setups from already existing ones.
Posted by: miracle.flame
« on: 14. October 2018, 15:55:07 »

What this mod should do is make the cameras trigger alarm if damaged/destroyed so you need to hack the camera or play the shoot and bash everything style.
Hacking a camera will stop it.

Second unrelated feature is the death effect replacing the nonsensual explosion with very natural and realistic spark burst and dark smoke during scorching sound.

So if the new "squirrel" script (which I have no idea what is) does all that then I am good to pass this.
Posted by: voodoo47
« on: 14. October 2018, 15:47:23 »

almost forgot, actually the tool has those archetypes as well, so any dml stub mod will work with both SCP or vanilla tool patched.

also note - alarming/hackable cameras mod is probably coming in the near(?) future as a squirrel script mod, so no need to worry if this turns out to be too messy or outright undoable.
Posted by: miracle.flame
« on: 14. October 2018, 15:44:24 »

Would it be a good idea to Toolpatch the game with new gamesys file that would have a whole new section of thousands dummy objects added that could provide room for extended DML modding requiring new archetypes? A document listing all used dummy archetypes could be supplied after each new mod containing new archetypes...
Posted by: voodoo47
« on: 14. October 2018, 15:39:51 »

depends on how many do you need - if we are talking vanilla gamesys, there might be one or two, but they might not be the best choice as some mods already use them.

SCP gamesys has ten empty archetypes for modding purposes (DML1-DML10), those would be ideal for this, but that would mean your mod would require SCP.
Posted by: miracle.flame
« on: 14. October 2018, 15:24:14 »

Ahhah, so this is not doable? New archetypes are indeed needed. Aren't there some dummy or useless archetypes in hierarchy that could be used and remade into new objects?
Posted by: voodoo47
« on: 14. October 2018, 14:54:13 »

very quick check - some redundant stuff going on (whatever doesn't need to be set, can be skipped), however there are some warnings about trying to assign stuff to non-existing archetypes, and also watch out, "Camera Corpse" archetype is now used for the rick turret corpse, so you can't use it if you want to be compatible with a tool patched install.
LOG: dpPatch> WARNING: no object named "camera sparks" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: "CamStim" is not a valid stimulus (receptron for obj -367), skipping
LOG: dpPatch> WARNING: "CamStim" is not a valid stimulus (receptron for obj -367), skipping
LOG: dpPatch> WARNING: no object named "Hacked camera" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: no object named "Hacked camera" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: no object named "Hacked camera" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: no object named "camera sparks" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
LOG: dpPatch> WARNING: no object named "camera sparks" was found, skipping
LOG: dpPatch> WARNING: invalid object id 0, skipping
remember, a dml conversion is only doable if you don't need to create new archetypes.
Posted by: miracle.flame
« on: 14. October 2018, 14:24:53 »

Oh, cool... it took me cca half an hour to do this.  :awesome: Or at least I hope utilizing the amazing feature "Export Single as DML" (which someone smart cleverly implemented) for all the required objects and then just merge and trim the redundant entries is all that's needed here. Actually the trimming was the most time-consuming part.

Is someone adventurous willing to test it? Or even quick-fix it? Of course it might not fully work if I've missed something mandatory (I've not fully understood the note about stims exported with '++' so I am not sure if I have it properly implemented).

And @Kolya I return the greeting. The old memories of good times wash me over nostalgically. We were so young and it was so much fun.  :thumb: I am looking forward to remake some obsolete mods and maybe even make some new!
[AdvancedCam.gam.dml expired]
Posted by: Kolya
« on: 12. October 2018, 21:24:48 »

Glad to see you still kicking around @miracle.freak:happyjoy:
Posted by: miracle.flame
« on: 12. October 2018, 07:50:58 »

I'll see if I can beat it within four weeks.
Posted by: voodoo47
« on: 12. October 2018, 07:44:38 »

a smart person with some coding experience could probably learn how to create dmls in a couple of days (but you also need to know your way around Shocked, so you would not only know how, but also what to actually do).

just implementing hackable cameras would be maybe a hour or so (testing included)? assuming the changes you quoted are the only ones that need to be implemented.

usually I'm the guy taking requests for quick dml mods, however not a chance in the next four weeks or so.
Posted by: miracle.flame
« on: 12. October 2018, 06:15:19 »

Honestly I just want it to happen. It is not exactly a mod of mine in the first place, the idea and half the modding was done by Flatliner and NV scripting by NamelessVoice obviously. I'd love to learn to mod via DML however that might take a very long time considering how much free time I have on my hands these days.

The odds of me making this happen depend on these factors.. or answers

- is it even possible and if so- how long would it take to learn how (within few hours?)
- how long would it take to implement for someone skillful already (within half an hour?)
- is even someone like that willing to do so
Thank you for the useful link, I'll have a look once I have some really free time.

Posted by: voodoo47
« on: 11. October 2018, 21:42:54 »

sure.

the usual question - do you want to learn how to dml, or do you just want the mod?
Posted by: miracle.flame
« on: 11. October 2018, 21:30:23 »

I'd love to make this [obsolete] mod a DML one as I remember those cameras had really cool death effects and mechanics.

I have yet to find out how DMLs work but making this mod should not be terribly complex. Technically these are the required changes for the objects:

Code: [Select]
Security Camera (-367)

Responses - Threat response: {Damage; Script message(Message,MsgData1,MsgData2);CameraAlert;Nothing...}

Act/React - Receptrons:
ID        Object     Stimulus    Min     Max    Reaction       Target     Agent
00200009  -367        -385       0.00    None   Damage Object     -2      -257
002000A3  -367        -4476      0.00    2.00   Freeze AI
002000DC  -367        -4476      0.00    2.00   Add MetaProperty  -2      -4477

Game - Damage Model - Hit Points:10; Max Hit Points:10

GameSys - Hack Text: CamHack: "Hack to disable security camera."
          HackDiff: {60;7;2.00}

Links - Corpse: to Camera Sparks -4478, to Camera Corpse (-1161)

Obj - Required Tech Skill: {1;0;0;0;0}

Scripts - Objlist Arg: NVRelayTrapOn="Slain";NVRelayTrapOff="Null";NVRelayTrapTOn="Alarm"
         Scripts: {cameradeath; NVRelayTrap; cameraalert; turret; Don't inherit-FALSE}


Hacked Camera (-4477) (inheriting AI States -1072)
AI - AI Core - Team: Neutral
scripts: {basemonster; cameradeath; Don't Inherit-TRUE}


camera sparks (-4478) (inheriting electrical sparks -2216)

Links - to -367
SFX - Particle Launch Info: {Launch type - Bounding Box; Velocity Min x-3 y+3 z-1; Velocity Max x+3 y+6 z+2; Min time 1.00; Max time 1.00}
      Particles: {Active-TRUE; Particle Render Type-Single-colored squares; Particle Group Animation-Immobile; number of particles-80; size of particle-0.01; gravity vector-z-4; color-33; alpha-255; particle fade time-0.20; launch period-0.03}



Camera Corpse (-1161)
Links - ~Corpse: from Security Camera (-367)
Obj-Object name: dcam: "Destroyed security camera."
-Scripts: don't inherit=True


That should do the trick.
Any help or pointers please?
Posted by: voodoo47
« on: 01. October 2012, 06:56:14 »

2.4 patch does not have ADAOB built in. a 2.4 patched install of SS2 is compatible with all gameplay and graphics mods, just like 2.3 was.
Posted by: Zeebok
« on: 01. October 2012, 03:46:21 »

Is this compatible with the 2.4 patch since it has ADAOB built in? I really like the idea of killing a camera sets off the alarm.
Posted by: Roenie
« on: 29. September 2012, 03:40:01 »

I like this mod enough to use it anyway but there's  a problem... the alarm goes off when I cause a new area to load, e.g. immediately after the first bulkhead in the game, and at the start of engineering. I use 0.34 with ADaoB. Am I the only one with this problem?
Posted by: Kolya
« on: 10. January 2011, 12:13:16 »

Well I wouldn't mind if hacking cameras was an alternative to breaking them in ADaoB. Then again Secmod already does that.
Posted by: voodoo47
« on: 10. January 2011, 12:01:56 »

..this mod just screams to become an official part of ADAOB-I have always considered the dumb behaviour of cameras as an anomaly.
Posted by: cC
« on: 12. April 2009, 20:45:24 »

Medhypos work normally now. Thank you  :)
Posted by: miracle.flame
« on: 12. April 2009, 11:30:26 »

Indeed a strange bug.. nobody noticed before?
Nice perception.

..um..fixed
Posted by: cC
« on: 12. April 2009, 09:57:29 »

I have one small problem. Im using adaob 0.2.9, sthup, psi-amp and and mute-security-camera-bleeps mods (and this mod version 0.33  ofc). Everything else works fine but when I use medhypos I use 2 meds instead using only 1. All other hypos works normal and it's quite annoying when playing impossible difficulty and you need only to use 1 hypo to get full health but instead one is wasted.

I installed adaob first as you told in one post and then this one and I have started new games but still this happens. I had this problem when I had modmanager 3..something something and I still have when using version 4...something something.

It's not a big problem but it would be nice if it is fixed.
Posted by: miracle.flame
« on: 03. April 2009, 17:05:18 »

No, randomiser is not compatibile wih UARMM
Posted by: The black devil
« on: 03. April 2009, 17:02:17 »

Would the same be said for Zygoptera's Randomiser mod if I'm using UARMM?
Posted by: miracle.flame
« on: 03. April 2009, 15:54:09 »

Because the gamesys file replaces the one from UARMM. You just ignore the warning and go ahead to overwrite the gamesys. I didn't think of this to be misunderstandable, I'm sorry.
I've updated Quick Guide with the info how to enhance UARMM with flatliner's gamesys by ignoring conflict.
Posted by: The black devil
« on: 02. April 2009, 17:20:45 »

And I'm using version 0.33
Sorry about the double post, I'm just dumb.
Posted by: The black devil
« on: 02. April 2009, 17:19:48 »

I know this sounds ridiculous but you said this mod is usable with UARMM, right?

So why I am finding this mod to be in conflict with my UARMM?
Posted by: miracle.flame
« on: 03. August 2008, 11:08:01 »

update - it was not possible to use this with Unified & Revamped .mis mods, now it is.
Posted by: miracle.flame
« on: 29. July 2008, 07:46:51 »

version update - overlooked one check in Don't inherit scripts box.
Posted by: Kolya
« on: 22. June 2008, 23:24:12 »

Thanks for your work miracle.freak, it's appreciated.
Posted by: miracle.flame
« on: 22. June 2008, 10:25:08 »

version update - see first post
Posted by: Rainalkar
« on: 02. April 2008, 12:38:12 »

It is easy to make this work if you have 5 min or so time in Shocked, you use NVRelayTrap (see link that miracle.freak posted), add a Scripts parameters in camera archetype, and load NVScript in every mis (if it's already loaded, does 10 min become more like 1).
Posted by: miracle.flame
« on: 02. April 2008, 01:52:34 »

While being hyperactive ATM I've dug up some file from this post which can be considered an updated version of this...charmed it a bit though with some NV's script so it's ought to be compatibile with upcoming ADaoB 0.2.8 (apply ADaoB first, then this mod). Details in first post.
Posted by: Kolya
« on: 01. April 2008, 23:34:12 »

meh....I know I'm late. :sweat:
Posted by: miracle.flame
« on: 01. April 2008, 23:28:44 »

Probably there won't be any next version of this since Flatliner is long gone if I'm correct... unless someone else does it. Anyone can edit this shock2.gam and do just what NV said. However it will only work with .mis' with NVscript loaded which is only ADaoB and upcoming update for UARMM. That reminds me..
Mental note for Kolya: Any progress on ADaoB update?  :rolleyesgreen:
Posted by: Gaco
« on: 01. April 2008, 13:00:09 »

Just want to be sure about this: In the 0.2beta the alarm does not go off if you can destroy the camera in one attack but an alarm will sound if you damage the camera without destroying it.


Correct.

Hm ok.. it kind makes the mod pointless since the assaultrifle will destroy any security camera with one bullet and so does the wrench with the stats most people attain later in the game. Next version should fix this IMO :)
Posted by: Rainalkar
« on: 31. March 2008, 18:15:08 »

Just want to be sure about this: In the 0.2beta the alarm does not go off if you can destroy the camera in one attack but an alarm will sound if you damage the camera without destroying it.


Correct.
Posted by: Kolya
« on: 31. March 2008, 00:47:16 »

You can hack turrets but not robots usually.
Posted by: Gaco
« on: 30. March 2008, 18:05:13 »

Just want to be sure about this: In the 0.2beta the alarm does not go off if you can destroy the camera in one attack but an alarm will sound if you damage the camera without destroying it. And cameras can be hacked. Correct?

Also I don't understand the last sentence in the first post "Also you can hack robotic targets" - what does this mean? Can't you hack robots and turrets already? I cannot find anything about it in the readme..
Posted by: miracle.flame
« on: 28. March 2008, 21:06:53 »

to say it straight it's pretty easy to hack the camera, maybe the most easiest hack in the game iirc
Posted by: Gaco
« on: 28. March 2008, 20:28:14 »

I just wondered whether the difficulty factors are based off something or programmed from the ground up? There are several aspects to it like minimum requirement and base difficulty% etc. right?
Posted by: Kolya
« on: 28. March 2008, 20:06:56 »

You should see that while playing, ie what hacking skill is needed.
If you mean your chance of getting 3 in a row, that's tied to your cyber affinity as usual.
Posted by: Gaco
« on: 28. March 2008, 19:55:52 »

What is the basis of the difficulty of the camera hacking?
Posted by: Rainalkar
« on: 11. February 2008, 09:15:29 »

Beautiful, thanks NV
Posted by: miracle.flame
« on: 09. February 2008, 22:41:13 »

I'll be damned, IT WORKS!
I was trying to do this quite long ago.
Thanks.
Posted by: Nameless Voice
« on: 09. February 2008, 14:52:01 »

If you have NVScript loaded, you could simply add the NVRelayTrap script to the cameras, and the Script->ObjList Args: NVRelayTrapOn="Slain"; NVRelayTrapOff="Null"; NVRelayTrapTOn="Alarm".
I think that should work...

Of course, Flatliner's mod wouldn't have that, since the .osm needs to be loaded into every level.
Posted by: Kolya
« on: 09. February 2008, 12:04:54 »

Then my description is simply wrong. I think I only tested destroying the cameras with a wrench. So the alarm was triggered after the first hit.
Feel free to advance this mod. Flatliner left it unfinished and soon after that he left the scene. I'm sure he wouldn't mind.
Posted by: Rainalkar
« on: 09. February 2008, 09:56:57 »

I don't get it, I need help please: alarm is supposed to trigger when cameras are destroyed - it doesn't work. Alarm will go off only if the camera is damaged, if you can't destroy it with a single shot. Otherwise nothing will happen.

BTW, the cameras have Mechanical and ElectroDamp vulnerability metaproperty. Maybe I should add Act/React, since there is only Standard in there?
Posted by: sgt.jonas grant
« on: 23. September 2007, 00:25:50 »

I LOVE this mod, I spawn an army of assault and security bot, i hack them, and then its a "kik some hybrid a** party"
Posted by: CommanderA
« on: 30. October 2005, 15:23:46 »

An interesting mod :cool:
Its good that you can then use the cameras to distract the enemies away while you beat them to death :biggrin:
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
6634ca2e5a264