AI Camera Rework - Printable Version +- Goonstation Forums (https://forum.ss13.co) +-- Forum: Discussion (https://forum.ss13.co/forumdisplay.php?fid=6) +--- Forum: General Discussion (https://forum.ss13.co/forumdisplay.php?fid=7) +--- Thread: AI Camera Rework (/showthread.php?tid=4113) |
Re: AI Camera Rework - AngriestIBM - 02-04-2015 Camera suggestion: Make the cameras like Experiment 112, that one french adventure game nobody played. The one on a research boat full of monsters. Re: AI Camera Rework - AngriestIBM - 02-04-2015 Forum suggestion: timg tags. Re: AI Camera Rework - Winklabom - 02-04-2015 AngriestIBM Wrote:Forum suggestion: timg tags. Voted 5. Actually, please add a thread rating system too. Re: AI Camera Rework - Lantern - 02-04-2015 I like the ghost idea. Way easier to track some goofball that GPS demands you track. Would also make it easier for the AI to wathe things that are going on, like a fight or some dumb gimmick. On a related note, I feel like the camera system for the security camera computer needs reworking as well. And by that I mean, just give it the current A I camera system. Re: AI Camera Rework - Lantern - 02-04-2015 Sorry for the double post. GPS is supposed to say HoS. Phone auto corrected that. Re: AI Camera Rework - BaneOfGiygas - 02-04-2015 Lantern Wrote:On a related note, I feel like the camera system for the security camera computer needs reworking as well. And by that I mean, just give it the current A I camera system.Thisthisthisthisthis. I love watching the security cameras as the detective (and providing witty commentary on whatever shenanigans I find) but the aforementioned godawful dropdown menu makes me cry a lot and makes using the security cameras for actually useful purposes needlessly difficult. Re: AI Camera Rework - UrsulaMejor - 02-04-2015 AngriestIBM Wrote:Camera suggestion: Make the cameras like Experiment 112, that one french adventure game nobody played. The one on a research boat full of monsters.+1 like Re: AI Camera Rework - SL the Pyro - 02-04-2015 Lantern Wrote:On a related note, I feel like the camera system for the security camera computer needs reworking as well. And by that I mean, just give it the current A I camera system.Oh my god yes please. That menu popping up every time I switch cameras drives me up the fucking wall, they should just be able to browse and "Cancel Camera View" like the AI does currently. In fact I think this would be a nice way to differentiate between crewman and AI camera interactions. Crewmen are actually restricted to the cameras, while the AI gets its omniscient ghost thermals (where things aren't obscured by black/static of course). Re: AI Camera Rework - Lantern - 02-04-2015 There is literally no reason this should not be a thing. If some one makes the argument that it makes things too easy, I will fart on them. Re: AI Camera Rework - franfoer - 02-05-2015 You can track crew members by clicking their names in chat, or choosing from the dropdown menu in AI commands (although I don't think that works for Syndies/Wizards). So I'm not sure why the 'ghost' system would improve that? Re: AI Camera Rework - Lantern - 02-05-2015 franfoer Wrote:You can track crew members by clicking their names in chat, or choosing from the dropdown menu in AI commands (although I don't think that works for Syndies/Wizards). So I'm not sure why the 'ghost' system would improve that? It's not that that needs improving I think. It's the navigation of the cameras. Re: AI Camera Rework - TailorTok - 02-05-2015 This could be solved without a major reprogram by placing cameras in a grid regardless of how logical that placement looks. Dome style camera icons maybe? Re: AI Camera Rework - Frank_Stein - 02-05-2015 franfoer Wrote:You can track crew members by clicking their names in chat, or choosing from the dropdown menu in AI commands (although I don't think that works for Syndies/Wizards). So I'm not sure why the 'ghost' system would improve that?Tracking people, for the most part isn't a problem. It's when you need to do something like navigate a few spaces ahead of them to bolt a door, or operate a console in QM or something. I also can't tell you how many times I've tried to navigate to the cameras in the chapel and wound. up in QM with no way to go back. Re: AI Camera Rework - Lantern - 02-05-2015 Frank_Stein Wrote:Yeah that shit is infuriating sometimes.franfoer Wrote:You can track crew members by clicking their names in chat, or choosing from the dropdown menu in AI commands (although I don't think that works for Syndies/Wizards). So I'm not sure why the 'ghost' system would improve that?Tracking people, for the most part isn't a problem. It's when you need to do something like navigate a few spaces ahead of them to bolt a door, or operate a console in QM or something. I also can't tell you how many times I've tried to navigate to the cameras in the chapel and wound. up in QM with no way to go back. Re: AI Camera Rework - Vunterslaush - 02-05-2015 Lantern Wrote:Frank_Stein Wrote:Yeah that shit is infuriating sometimes.franfoer Wrote:You can track crew members by clicking their names in chat, or choosing from the dropdown menu in AI commands (although I don't think that works for Syndies/Wizards). So I'm not sure why the 'ghost' system would improve that?Tracking people, for the most part isn't a problem. It's when you need to do something like navigate a few spaces ahead of them to bolt a door, or operate a console in QM or something. I also can't tell you how many times I've tried to navigate to the cameras in the chapel and wound. up in QM with no way to go back. I can't count how many times i've gotten stuck near AI core. |