obj.Active - originalfoo/Prison-Architect-API GitHub Wiki

This property needs further investigation

##Overview

This property seems specific to [CCTV cameras](Cctv (object)) and indicates whether the camera is currently active ('watching the room') or not.

It's possible it also appears on Phone Booths and Door Servos (not checked).

##Syntax

-- get:
local state = someCCTV.Active

-- set:
someCCTV.Active = [true|false] -- untested

Values:

  • true - the camera is active
  • false - the camera is inactive
  • nil - the object is not a CCTV camera

Not yet tested to see what happens when setting the property - does it actually change camera state or is it quickly overwritten by internal game code?

##Example

local find = this.GetNearbyObjects

-- delete all inactive CCTV cameras
for cctv in next, find( 'Cctv', 1000 ) do
  if not cctv.Active then
    cctv.Delete()
  end
end

##Notes

While active:

  • The camera will rotate in the direction (and speed?) specified by it's .RotateDir property.
  • It will clear the "fog of war" for up to 20 tiles within it's cone of view (something like a 30° arc emanating from the camera).
  • The rotation arc is limited by adjacent .Walls and is periodically refreshed based on .WallCheckTimer.
  • When the camera reaches the limit of its arc, its .RotateDir will be updated to make it rotate in the opposite direction.

While inactive:

  • It will not clear the fog of war
  • It will not rotate

In the base game, the camera must have one or more incoming .Connections from a monitor; if any of the connections are .Triggered, the camera will be active. To prevent users from simply connecting a switch or other logic signal to the camera in order to activate it, it must be .Triggered (and thus activated) with a value of 5.

##See Also

⚠️ **GitHub.com Fallback** ⚠️