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CCTV Cameras [DYOM Addon]


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This script adds working CCTV cameras in DYOM missions.
They can be added as regular objects (ID 1886) using DYOM#.
The cameras operate within a radius of 25 units. When the player is detected in the field of view, a red indicator lights up on the camera and a beep sounds. The player will have some time to hide. If the player remains in the camera's field of view, the mission will fail.
By the camera control panels, player can look through the cameras and turn them off. To add the control panel, add the object ID 2606 to the map. The control panel acts on cameras within a radius of 700 units.

In the Security Camera.ini settings file, you can configure some camera functions:
TIME — the time that will be given to the player to hide after detection
SOUND - the sound of the camera when the player is detected
ALARM — can the cameras detect the player
OFF - the ability to disable cameras using the control panel
REDLIGHT — red indicator on the camera when the player is detected

Important:
1) The cameras should be at an angle of 90 degrees in the standard position. If they are tilted, they will detect the player's location incorrectly or will not detect it at all.
2) It is not recommended to put cameras close to each other, since if the player is detected by one camera, the second one will not work while the red indicator is on the first one.

Edited by SIZZZ
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Wow, this is a great addon idea! I would've loved something of this nature to implement in the heist mission (Episode 5 Part 1 and 2) in Old Friends Die Hard Season 1. I love the fact that it's also a CLEO addon, hence making it super easy to install or package along with your missions. I haven't tried this addon as of yet, but I love what you're doing for DYOM, @SIZZZ. Keep up the fantastic work!

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8 hours ago, SIZZZ said:

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DOWNLOAD

 

This script adds working CCTV cameras in DYOM missions.
They can be arranged as regular objects (ID 1886) using DYOM#.
The cameras operate within a radius of 25 units. When a player is detected in the field of view, a red indicator lights up on the camera and a beep sounds. The player will have some time to hide. If the player remains in the camera's field of view, the mission will fail.
By the camera control panels, player can look through the cameras and turn them off. To place the control panel, add the object ID 2606 to the map. The control panel acts on cameras within a radius of 700 units.

In the Security Camera.ini settings file, you can configure some camera functions:
TIME — the time that will be given to the player to hide after detection
SOUND - the sound of the camera when the player is detected
ALARM — can the cameras detect the player
OFF - the ability to disable cameras using the control panel
REDLIGHT — red indicator on the camera when the player is detected

Important:
1) The cameras should be at an angle of 90 degrees in the standard position. If they are tilted, they will detect the player's location incorrectly or will not detect it at all.
2) It is not recommended to put cameras close to each other, since if a player is detected by one camera, the second one will not work while the red indicator is on the first one.

 

Genius.

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13 hours ago, M316 said:

Small suggestion but rather an important one IF POSSIBLE:

Add vision cones to it so we can at least know which part of the area is good to go and which is otherwise, kinda like in GTA 5

 

You mean like a radius, determinated by checkpoint (like when we putting moving object, the checkpoint shows up with a radius?)

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On 3/16/2022 at 10:50 AM, The John David said:

I liked it! :D 👍

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Question: Does this work on DYOM IX, since that one has an ability to add custom objects as well, instead of using the DYOM# Add-on, just curious?

 

Yes, it will work with DYOM IX as well. But is it possible to add custom objects without using DYOM#?

Edited by SIZZZ
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28 minutes ago, Yasir_RFL said:

@SIZZZ Here's a suggestion:

You should make a topic with the list of all DYOM addon you have made and you'll make in the future. So hopefully when it'll get pinned, new designers will find it easily and it'll be very convenient.

I will add all addons in DYOM# topic

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  • 2 months later...
Jimmy_Leppard

Hi guys. Can anyone answer a question for me about this mod?

 

Is it possible to use this addon with the regular DYOM 8.1 or DYOM Remastered? If yes, is it possible to tweak the ini file so the camera object and the control panel object replace 2 objects of my own choosing that are available in DYOM 8.1/Remastered? For example, replacing 2 trees that are among the list of objects? Would it be enough to just replace the object ID shown in DYOM with the one in the ini file?

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Yes the addon is compatible with DYOM 8.1 and Remastered.

 

About the IDs I think there is no way to replace it. You can try to swap the models from a tree to the camera model and something like that but that would be a unnecessary hard work, and can not function at all depending on how the .cs file works. Is there any reason you'd like to replace the models?

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Jimmy_Leppard
7 minutes ago, Toriality said:

Yes the addon is compatible with DYOM 8.1 and Remastered.

 

About the IDs I think there is no way to replace it. You can try to swap the models from a tree to the camera model and something like that but that would be a unnecessary hard work, and can not function at all depending on how the .cs file works. Is there any reason you'd like to replace the models?

No, not at all. I just assumed that the models needed to be replaced in order to appear in the game. So if this addon is compatible with both DYOM versions mentioned above, how do I access the objects? Do I just put the cs and ini files in the cleo folder in GTA SA root? If yes, which ID do they become once I enter the game? Can I just browse through objects like I usually do and they will appear? Do I need to install DYOM# along with DYOM 8.1/Remastered for it to work?

Edited by Jimmy_Leppard
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26 minutes ago, Jimmy_Leppard said:

No, not at all. I just assumed that the models needed to be replaced in order to appear in the game. So if this addon is compatible with both DYOM versions mentioned above, how do I access the objects? Do I just put the cs and ini files in the cleo folder in GTA SA root? If yes, which ID do they become once I enter the game? Can I just browse through objects like I usually do and they will appear? Do I need to install DYOM# along with DYOM 8.1/Remastered for it to work?

You need DYOM# to search for the respective objects as they are not available in og DYOM Object list.

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29 minutes ago, Jimmy_Leppard said:

No, not at all. I just assumed that the models needed to be replaced in order to appear in the game. So if this addon is compatible with both DYOM versions mentioned above, how do I access the objects? Do I just put the cs and ini files in the cleo folder in GTA SA root? If yes, which ID do they become once I enter the game? Can I just browse through objects like I usually do and they will appear? Do I need to install DYOM# along with DYOM 8.1/Remastered for it to work?

Oh, yes. DYOM# is a must have for any DYOMs out there!

 

It unlocks all the objects from the original game, you just needto type TAB + object ID.

 

You can check the object ID of each object on this site: https://dev.prineside.com/en/gtasa_samp_model_id/

 

Along with that feature, that's many other that DYOM# handles, like typing car ID, actor ID, quick editing cutscenes, teleport to marker, slowmotion in object placement, and many other.

 

So, if you want to use the CCTV camera, you would need DYOM# and then go to the Add Object selection, TAB + type 1886 + N and then you place it whereve you want to.

Edited by Toriality
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Jimmy_Leppard

So I've been reading the pages of a few threads on here. Correct me if I'm wrong, but my understanding is that if I use DYOM# and this CCTV addon to create a mission with cameras, a person who doesn't have DYOM# and this addon installed will still be able to play the mission exactly as the author made it? Or does the user also have to have DYOM# and the addon to be able to play the mission?

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DYOM# is a dev addon. That means you do not need to include it for the players.

 

But note that since DYOM# removes the yellow markers, you might want to remember that when making certain designing choices (I've seen some missions which you've been teleported right where theres a yellow marker)

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Jimmy_Leppard
2 minutes ago, Toriality said:

DYOM# is a dev addon. That means you do not need to include it for the players.

 

But note that since DYOM# removes the yellow markers, you might want to remember that when making certain designing choices (I've seen some missions which you've been teleported right where theres a yellow marker)

Thanks for the help, man. That's not gonna be an issue. I was just wondering if creating a mission with all these addons for DYOM will render the mission useless in case the user who wants to play it doesn't have the exact stuff installed. Because as you know, for example using map mods in DYOM screws up the mission for the user who doesn't have the map mod installed as well so I just wanted to make sure that's not the case here and that users are able to play the mission as intended without any of these addons.

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Jimmy_Leppard

So, I've been testing this out a little bit, how does one manage this mod if in one instance, I want the cameras to be only props and in another instance for them to be fully functional and detect the player? I've taken a peek into the ini file, but it didn't help. Is it even possible to spawn the cameras as props only?

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