Thanx for responding LoTekk, like the model!
I might be wrong but I thought there was an Empty/Objects/camera available in the editor (might need the Kegs [or other] Editor Upgrade). Could be wrong about that.
I agree that FOV will be an issue but I think that there are creative ways of getting around this. EHs with the scalar:howMuch return such as "Hit" and "Dammaged" allow for a script to tell where the target was hit. Similarly, by getting a return on the target and the photographer it is possible to determine the distance between them, and the facing (getdir) of the target.
So if I have a mission where the player has to take a photo of the turret of an experimental Chinese tank: Following the triggering of the EH, a script can check where the shot hit, the facing of the tank and the distance between the two. If these returns meet the criteria required for a successful photograph in the mission, the script can give suitable feedback to the player. Or they can sneak away to their hidden Sat uplink and send it to SOCOM only to be informed that the shot is not suitable and they will have to try again. Etc.
About enemies reacting to the damage, even if it is 0 (zero): another option to test is if it is possible to set the damage to a minor
negative number such as -0.1? This might get around the "hit" EH threshold issue and the AI reaction issue all in one. I have no idea but testing will prove/disprove it.
I think that the best approach with an addon like this is to aim for versatility and user simplicity. Having a couple of different cameras with adjustable zooms eg x2 (FOV 0.5), x4 (FOV 0.25) and x6 (FOV 0.1667) and a max distance that it will take the shot 100/200/300m (or whatever). The Optic can have a little box or circle in one corner that can turn red (using the Cutrsc command) if the range is too far, indicating that the shot is unfocused. A longer range camera might even have a minimum range and a minimum FOV eg 0.75. So shots cannot be made at close range (within 50m). The optic would be something like the Shilka (I think?) optic where there is no central dot. Most cameras have a circular range finder and dont obscure the centre of the view. So a player would have to be sure of their photo because there is no exact `dot' on the optic like there is on an aimpoint scope. Lots of options here.
For night photography regular cameras can use a flash for shots out to 25m. Will need to creat a flash FX with glow and suitable white light splash. Some creative thinking and scripting might be able to determine if the target is lit. Ie within 25m of a working lamp post or a vehicle that is facing it and is not in Stealth behaviour or too damaged to have working lights. A night camera with a passive IR lense can use the NVG night vision resource (if possible).
Other ideas include:
Having batteries for the camera so that whenever it is held it is assumed to be switched on (or it has a "switch on camera" addaction) and the batteries gradually run down. One of the players carry slots (probably a pistol one to be nice
must have a "camera batteries" if they want to be able to replace them. One slot = infinite batteries. A script checks if they are carrying the "camera batteries" magazine and gives them the action option to replace them if they run down. Otherwise, the camera won't work. Using the flash will drain them even faster.
Like I have mentioned, being able to interface a digital camera with a Satellite Radio or computer object. Send the shots to someone and that results in new mission directives, etc.
If the camera is digital it might be able to be used to save other files from a computer object during a mission. Eg: sneak into the terrorist safehouse, take some photoz and download their manifesto from the laptop they have on the top floor.
A digicam can also be used to view other in-mission photoz. You find a USB mem-stick on a dead guy, load it into your camera and get to see the photos and data he had stored there. (using TitleRsc).
^Most of these options are more mission side than addon side but I guess that I am illustrating some of the things that could be done with a camera in-game.
The goal is to make something that allows mission makers the broadest possible utility while providing whatever generic functions we can think of cramming into it.
What do you think?