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Spotlight Detection System Thingy


massigest

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What i think would be a nice (and better) alternative for tripwires are spotlights that only let power through when detecting something.

 

"What could be the use of this?", you say? Well what about having your turrets or alarm only on when enemies are nearby.

If you would use a tripwire, you would have to manually disable (yes i know you "enable" it, but you get the point) the tripwire to turn the turrets/alarm off, while the spotlight stops transmitting power when there are no more enemies to be seen. So no more effort in pressing a button for you. That's one more step into the future. What could possibly be a disadvantage of this magnificent spotlight.

 

I hope i have impressed your modder mind with this wonderful idea. Now chop chop. Do your thing. Make that modding magic happen... Unless you don't want to... Then don't... But it would be cool!

 

Anyways, i'm off to do other things.

 

until the next post my dear reader whom i don't know.

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howdy massigest

indeed, this has been discussed in a couple of request threads.

I think it was a tangent in this thread

https://forums.nexusmods.com/index.php?/topic/5571287-i-made-a-toggle-switch-with-multiple-inputs-if-anyone-is-interrested/

I believe 'memristive thermistors, and IR" were discussed in that thread too.

 

It'd be a collision-cone, which is checking to see if a collision has happened in the IR cone.

a FoF IR would discern friend or foe, based on getThat factionREFID, so it will only turn on if an enemy is within that collision cone.

to save on processing and all, it would only be while the player is within the cell...

this does tend to approach the Mirrored Surface Issue somewhat though,

as the number of IR sensors placed in game approaches infinity hehe.

 

you could make it also a collision sphere which covers the settlement; "Friend or Foe LIDAR" or something could be the lore for that.

the larger LIDAR sphere would be able to ready the entire settlement defence grid, and act as a failsafe redundancy if a section was bypassed.

and, you could append your trip wires to also have a collision sphere (we'll call that 'seismic tremor sensors' for lore hehe)

 

 

 

it could be doable,

if the cone infront of the light is a collision detect.

you could have it XORiff,

if on collision, then toggle on.

it's only checking a 50ft cone around the sensor, rather than total LoS (thus avoiding the cell issue and spawn-points)

you use 1 power or 0.5 power for the motion sensor, but spare having constant load of say

50+ power.

 

----

The advantage to this approach, if you are running a power-grid which is 'hot-switching' or parking,

allows you to have effective power higher than the at-any-time peak demand of your grid...

you can also secure that smaller powersource in a new lands area, so as it can't be found and attacked by those sneak synth infiltrators.

 

ie, you can run a settlement with 20 power only,

but, theoretically could 'thomson switch' and surge the power/ overload the max-cap of the grid...

to have a 120 power load... so long as it never exceeds at any time 20 power in use...

such as, for those stupid large neon signs (stupid, because they take 1 power per screen, instead of a fractional value hehe).

I already use a surging system like this for the lighting in most settlements.

it causes sporadic 'local power outages' and flickering lights - perfect for a dodgy home-made system.

that way, you can plug in whatever lighting you want,

and that part thinks it has enough power to light for a moment before the calc. determines the total power.

 

the disadvantage would be, what happens if the IR sensor is damaged,

or people do not trip the IR (ie, stealth boy'd) - what redundancies would ensure the turret activated early enough to fire?

if they close to within firing range or melee while the turret is offline,

it defeats the purpose of the turret deterrent.

 

how does the system check to see what total power-load is?

what happens if, the IR detector goes off, but the power-grid is already max in use?

that's where your power XOR circuit comes into it, massigest.

we can set a toggleable node, to shunt the power and 'take off the mains' to non-essential stuff

if the IR detects motion AND the total in-use power is at max-cap.

all without needing a button be pushed hehe.

that's the "field togglable logic switch node" mod, which adds cool new switches and parts to the game,

from the folks that made an 8bit and 16bit computer out of the lighting at sanctuary

 

The FoF IR detector could be an upgrade;

it discerns friend or foe, rather than treating as hostile any motion.

again, this could be as simple as "count the geometry inside this cone";

friends are triangles, enemies are squares. unassigned are circle etc...

rather than cheating and getting the get-that factionID points hehe.

 

-----

wonders never cease though,

thanks for an excellent idea massigest,

and, for pointing out,

that holographic disguise entrances would fail in the event of being taken off mains by

the power-shunt from perimeter sensor...

we wouldn't want that would we... not very immersive, they'd find it in about 10 seconds the first time there's a raid.

 

 

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