Summary
A CCTV system that actually works: cameras that sweep and can be aimed, a 90s desk terminal with the live feed on its own CRT, and a server rack whose switch takes it all offline.
Description
Three props that work together as one surveillance system.
WHAT IS IN IT
- Surveillance Camera - wall-mounted, sweeps back and forth on its own, with a
motor you can hear while it turns. Any terminal can take it over and aim it.
- Server Rack - runs the system. Hold the switch to take every camera and screen
offline, hold again to bring them back.
- CCTV Terminal (90s desktop PC) - the live camera picture plays on the CRT
itself, not in a menu, with the channel number and location drawn over it.
USING IT
At the PC:
Next camera step to the next channel on the screen
Watch cameras put yourself behind the lens
While looking through a camera:
Q / E turn left and right
W / S tilt up and down
R next camera
Space back to yourself
The readout says which camera you are on and where it stands. A camera with no
location typed into it describes itself by range and bearing from the terminal,
so it says something useful without any setting up.
THE POWER SWITCH
Hold the switch on the rack. Every camera stops where it stands, every screen
reads SYSTEM IS DOWN, and anyone looking through a camera is dropped out of it.
Hold it again and the racks spin back up - the screens wait for the system to
come up before showing a picture, then return to the channel they were left on.
Every rack in a world is one system, so any one of them switches the lot.
SETTING IT UP
Place the props from the Game Master. Cameras link to a terminal by themselves
within 300 m - no wiring, no lists to fill in - and cameras placed later join on
their own within a few seconds.
Per camera: channel number, location name, sweep width and speed, and how far it
may turn. Per terminal: search radius, field of view, and which world camera slot
its screen uses - give a second screen its own slot.
NOTES
- Sound is local, like every other prop sound in the game. A dedicated server
plays nothing and needs nothing.
- One screen is one extra pass over the scene, the same cost as a PiP scope. Two
screens is fine, twenty is not.
- No dependencies beyond the base game.
License
Arma Public License (APL)