Supermarket SimulatorSupermarket Simulatorwiki
In-game picture from Supermarket Simulator showing the produce aisle of the shop, used to illustrate Security cameras and guards.
Picture taken from the game to identify this item; it remains the property of the developer or the person who uploaded it, and is credited in the picture sources.

Running the shop · Supermarket Simulator · read from a local copy

Security cameras and guards

The game ships security cameras you place in the shop.

Supermarket Simulator lets a shop defend itself: the game ships security cameras you place and watch, and a security guard with behaviour and equipment of his own.

What the game establishes

In play

Security is equipment here. The game ships cameras you fit to the shop rather than a passive penalty for theft, which is why watching the shop is something you set up.

Cameras are placed objects. A camera has an interaction and a visible state of its own, so it is bought, sited and then used rather than simply switched on.

They are saved like anything else. A camera carries its own saved record, which is why where you put one is remembered rather than reset each day.

There are guards as well. The game has a security guard with behaviour of his own and a state controller, so a guard patrols rather than standing where you left him.

A guard has equipment. The guard carries an item and has an antenna with a detection area, which is why the shop can notice something without you looking at it.

A guard has a routine rather than a single job. It patrols through a patrol mode and a guard mode, with a patrol state of its own, which is why being watched by one is different from being watched by a camera that never moves.

Patrolling is not the only thing it does. A guard can be in a chase state instead, which is why the same worker can walk a route and then go after someone without being a different machine.

It works in a shared shop. Cameras are carried on the network, so in a joint shop everyone sees what the cameras see.

There is something holding it together. The cameras are run by a manager of their own, and a guard's behaviour is kept as data rather than as a script attached to the model.

The pictures beside this entry are the game's own: the camera texture it ships, the guard's own artwork, and the icon for the detector that stands at the door and works with the same security.

What this entry does not tell you: what a camera or a guard costs, how far one reaches, or whether either actually reduces theft. We have not verified those numbers, so we do not print them.

Related

Version and sources

A local copy of the game, read only. Identifiers are listed on the technical reference pages; nothing here is estimated. Documented build: 1.6.0 (223).