664b14fbef75b

664b14fbefd51
1 Guest is here.
 

Topic: SS2 Alarming Cameras (SCP Minimod) Read 11523 times  

664b14fbf062eRoSoDude

664b14fbf068d
°DML°string

System Shock 2 - Alarming Cameras (SCP Minimod) v1.02
by RoSoDude https://rosodudemods.wordpress.com/

This mod adds a new feature to the camera alarm dynamics in SCP:
-Unless the security grid is hacked, cameras activate the alarm when they are destroyed
-Remote Electron Tampering allows the player to circumvent destruction alarms for 5 seconds + 5 seconds per PSI
-The old alarm-shortening effect for Remote Electron Tampering has been removed
-Cameras under the effect of stasis will not activate destruction alarms

Requires SCP Beta 4 (and hopefully supports future versions), install above it in Blue Mod Manager. Overwrites psi power descriptions, so will minorly conflict with other mods that change those.
« Last Edit: 05. February 2021, 04:54:47 by RoSoDude »
Acknowledged by: tiphares4

664b14fbf0805goosefromtopgun

664b14fbf0856
I really like this. Makes hacking way more important. Just noticed an issue. Destroying more than one camera sets off more than a singular alarm. Instead, multiple alarms are set off concurrently so that you have an overlay of multiple klaxon alarm sounds.
« Last Edit: 01. May 2020, 11:46:38 by goosefromtopgun »

664b14fbf09acvoodoo47

664b14fbf09fd
they are connected to different ecologies, most likely - if that's the case, this is "correct", and not sure whether something can be done about it.

//hmm, not possible to trigger multiple alerts the vanilla way - so the mod's script file may need a tweak, "do not sound an additional alert if one is already in progress".
« Last Edit: 01. May 2020, 10:59:40 by voodoo47 »

664b14fbf0ae5ZylonBane

664b14fbf0b32
Yup, making this work in SCP Beta 5 was a pain in the ass.

664b14fbf0bcevoodoo47

664b14fbf0c1b
aha, right, I've been testing this with b5 wip. maybe we could share the latest scpCameraHelper script?

664b14fbf0cbeZylonBane

664b14fbf0d1a
Shhhh, that hasn't been released yet.

664b14fbf0df9RoSoDude

664b14fbf0e79
Serves me right for not even testing that despite it being a motivating example for gameplay strategy. Hmm. Is there any data I could check on the ecologies for active alarms? This would be so easy with Unreal's AllActors() function...

664b14fbf0f18voodoo47

664b14fbf0f64
modder: "I'll just make this nice and simple minimod.."
Dark: "NO."

664b14fbf11cdZylonBane

664b14fbf1224
Hmm. Is there any data I could check on the ecologies for active alarms?
ShockGame.IsAlarmActive() will just tell you if there's an active alarm.

664b14fbf12d5RoSoDude

664b14fbf1324
Version 1.01 - Fixed multiple stacking alarms when breaking cameras while another camera has already activated the alarm.

664b14fbf13dcvoodoo47

664b14fbf142b
ah, you'll also probably want to modify that email (and its audio) from Polito where she tells you to destroy cameras, as that is not such a great idea with this mod loaded.

déjà vu - didn't someone already make (a cruder version of) this?

664b14fbf1553RoSoDude

664b14fbf15b5
That came to mind, but I didn't want to do it without modifying the voice lines and... that's a bit above my pay grade. I did at least update the relevant info comp.

Yeah, there was a guy in the Secmod thread who made cameras alarm when destroyed, even when the security grid was hacked. We had a brief conversation about what it would take to create this mod (answer: two lines of Squirrel script on top of SCP's and a bit of DML for the new Remote Electron Tampering effect).

664b14fbf16f8JossiRossi

664b14fbf1746
I can do audio editing if you wanted a version of that email without the line about the cameras. New lines are technically possible with a sound alike (not happening) or splicing in lines from other emails to say the right thing (possible but down to luck). Removing a sentence about killing the cameras would be easy though

664b14fbf187avoodoo47

664b14fbf18ce
I'm fairly sure the edited clip already existed.. somewhere - I remember someone who only wanted to do the alert triggering upon destruction part of the mod, without making them hackable (that is fairly easy to do), but I can't seem to find it anywhere (I don't think it's been the Nixos guy whose topic I've just bumped in the Engineering subforum, as I'm almost sure that edited audio clip was discussed and included).


//ok, looks like I'm not insane (well, not any more than usual);
https://www.systemshock.org/index.php?topic=7153.msg129967#msg129967
https://www.systemshock.org/index.php?topic=10910
« Last Edit: 01. May 2020, 20:45:32 by voodoo47 »

664b14fbf1c1csarge945

664b14fbf1c8b
Thanks for making remote electron tampering actually somewhat worthwhile as a skill now!
Acknowledged by: RoSoDude

664b14fbf1ef6RoSoDude

664b14fbf1f59
Uh oh, another unexpected behavior. When the new Remote Electron Tampering power is active, not only are destruction alarms canceled, but so are ALL alarms. This is not the fault of my script, but a problem with setting Codebreaker (-3154)'s PsiPower Type from "One-Shot" to "Shield". It seems that since the power was originally capable of deactivating alarms, they get stopped before they start when the power is active.

I can force the script to send an alarm signal to linked ecologies when the power is active, but the camera state doesn't get set properly -- touching a security panel won't reset the camera state, and instead it gets stuck in red alert mode (and thus can't reactivate the alarm after it's deactivated). Another related problem is that dying and respawning to a QBR during an alarm forced this way via script will actually reset the camera state for some reason, which means that you can get the camera to alarm again the instant you deactivate the security panel. It's a big mess and I don't know if there's a simple property I can set to fix it or if I need to do more elaborate hackery.

664b14fbf20cbRoSoDude

664b14fbf211e
Version 1.02 - Fixed Remote Electron Tampering disabling standard alarms and causing cameras to become stuck in the red alert state. Cameras under the effect of stasis will no longer activate destruction alarms.

After many failed attempts, I finally managed to find a fix -- I rearranged the scripts so I can intercept the Alertness message and deactivate Remote Electron Tempering before the message reaches the vanilla cameraalert script. The situation where the player casts the power, deactivates the alarm, and then tries to destroy the camera again within the duration is so niche that I think it's a fair tradeoff for everything working properly. I'd appreciate if someone could check over the other scripts to make sure they're moved correctly. I wasn't sure if I had to move the NVMetaTrap script params to the Security Camera Scripts object, but I did it anyway. It seems like the Stasis Field Generator still blinds cameras and they stop being HUD selectable once destroyed, so I think it's all okay.

I'll look into fixing voice lines another time, getting this critical fix out was the top priority.
664b14fbf2317
Please feel absolutely free to just copy over "\snd2\vEmails\EM0210.wav", "\strings\LEVEL02.STR" (Edit in Line 58) and "\subtitles\english\vemails.sub" from the link voodoo47 posted previously.
Thanks for this fantastic mod, RoSoDude!
Acknowledged by: RoSoDude

664b14fbf24aetiphares4

664b14fbf2558
The new flashing camera effect (which looks really super super cool & which i love - such qol-improvement, awesome! and fits so well graphically/atmospherically) of SCP Beta 5 gets overridden by Alarming Cameras - even when placing down under SCP Beta 5 priority-wise in Blue Mod Manager list. 

It would be cool if it would work together with alarming cameras - especially because that hard security mini mod is way too hard for me as it is now / for most people i think.


edit: And it seems that Alarming Cameras is not working with SCP Beta 5 at all. Destroyed some cams & no alarm. Which is pity - it is the only way to play SS2 imo so far.     :l 
« Last Edit: 03. January 2024, 20:35:55 by tiphares4 »

664b14fbf2623RoSoDude

664b14fbf2673
Yes, SCP Beta 5 rearranged the camera scripts again so I'll need to update this mod to work with it. It's on the way, don't worry.

664b14fbf2772Hans Schmidt

664b14fbf27c4
Any news on this?

This mod is much better balanced in my opinion than the equivalent Hard Security Mode minimod, since it makes the game harder but still leaves several ways to bypass the alarm (hacking, psi, and stasis). Since trying it, i can't even imagine playing the game without it, it would be too easy to just shoot the cameras.

The only changes from the minimod that i would like is the requirement to hack the security console to disable alarm (at reduced difficulty) and triggering alarms on failed hack. If that was integrated into this mod, keeping the alarm reduction on the psi power would actually become useful for non-hackers.

664b14fbf2853ZylonBane

664b14fbf28a6
You know you can hack and stasis cameras in SCP too, right?

664b14fbf2a20Hans Schmidt

664b14fbf2a70
Oh, thanks ZylonBane for the info on the stasis option in SCP. However, it is the least useful option, given how late you get the stasis field generator.
But since you commented, is this compatible with the other minimod allowing to lay the stasis traps? It actually makes the weapon useful, which is definitely a good change.

Yes, you can hack cameras individually. But that is much more clunky and dangerous compared to shooting them, since you need to be close. And is more expensive, as the poster in that thread noted.

This mod on the other hand gives multiple ways to deal with them at range, and very realistically too, but all require cybermodule investment. And the more practical options are given to the paths generally considered harder at the beginning, which actually improves game balance in the beginning levels between specializations. That is why this mod is so good.

The only thing that could improve it would be to change the hacking 'minigame', to one where choices actually matter. But i guess that would be way out of scope of a simple small mod.

664b14fbf2b1cZylonBane

664b14fbf2b68
So what you're saying is, of all the ways Alarming Cameras gives players to deal with cameras, psi is the only one you like.

Your name:
This box must be left blank:

System Shock 2 takes place on the star ship named ...:
1 Guest is here.
it's a nanite driven world. with monkeys, ninjas and zombies. ~v47
Contact SMF 2.0.19 | SMF © 2016, Simple Machines | Terms and Policies
FEEP
664b14fbf2c7e