Security Monitoring

PlaguebearerPlaguebearer Join Date: 2002-03-21 Member: 338Members, NS1 Playtester, Contributor
<div class="IPBDescription">Just a wild idea...</div> Well, we all know (or should) that in-game cameras don't work.

But I was out taking the trash tot he dumpster, and had this idea involving trigger_presence entities.

Have a security room in your map, with a bunch of monitors that feature pictures of various rooms in the map - and probably labelled, too... like, a monitor with a pic of your Marine Start, labelled 'Docking Bay' or whatever. Attatch two or three lights to the top or bottom of the monitor, and make them switchable. Maybe put one or two additive overlays over the screen at 1 pixel height, as toggle-able func_walls, with 'Intruder Alert' and/or 'Kharaa Detected!' type warnings on them.

Set up a trigger_presence that covers the whole room, and targets the blinking lights on the monitor, and activates the toggle-able wall.

So, someone in Security could look at a bank of monitors, and see that there are Kharaa in Aft Nanotap and the Cargo Bay, and that there are intruders detected in Docking Port and Maintenance.

Anyway... just a weird idea. Probably too much trouble to implement...

Comments

  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited December 2002
    If you make room lights controlled by trigger_presence, an "overview map display" with toggling textures/lights... is just a close step.
    <b>The question is not if you can do it, it is if you really need this</b> or if this kills the gameplay: Radar makes less sense, less surprises....

    A smaller version of this could just display wich hive is up and wich not, controlled by hive construction and destruction.
    Same problem here...
  • CrAcKbRoCkCrAcKbRoCk Join Date: 2002-11-22 Member: 9619Members
    Good idea, intresting usage of trig_presence..although, that would give the Marines a <b>big</b> advantage
  • OlljOllj our themepark-stalking nightmare Fade Join Date: 2002-12-12 Member: 10696Members
    edited December 2002
    Not if this overview pannel is in marines hands from the start and if it reacts on marines, too..
    Place it in the map center and its an important location for who ever controlls it.
    <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' valign='absmiddle' alt='biggrin.gif'><!--endemo-->
  • sySTEm1sySTEm1 Join Date: 2002-12-20 Member: 11222Members
    perhaps one light to show marines present, one light to show aliens present, have the area in middle of map with an rp in there, and then you can fight to control the room, and whover controls the room, has the advantage of knowing whos where?
  • SirusSirus Join Date: 2002-11-13 Member: 8466Members, NS1 Playtester, Constellation
    thats a pretty damn good idea. Fight for intel. Nice...
  • Lord_RequiemLord_Requiem Join Date: 2002-11-20 Member: 9481Members
    Fight for intel is great, I'm trying to find a way to implement it....
  • Black_DogBlack_Dog Join Date: 2002-02-10 Member: 190Members
    I think the best way of this feature, that i thought some months ago <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' valign='absmiddle' alt='tounge.gif'><!--endemo--> , is to use light/textures to signal just an intruder to a certain area, indipendetly if is an alien or a marine. this would also suggest that the ship/base is really over control of humans, cos everything doesn't work well
  • WraithOfDarkWraithOfDark Join Date: 2002-10-01 Member: 1393Members
    Sounds like a good idea and one worth implementing. However, I would probably just put the presence triggers at choke points and smaller areas.
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