View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0004968 | The Dark Mod | Coding | public | 19.01.2019 17:09 | 30.01.2021 07:48 |
Reporter | STiFU | Assigned To | stgatilov | ||
Priority | normal | Severity | normal | Reproducibility | always |
Status | resolved | Resolution | fixed | ||
Product Version | TDM 2.07 | ||||
Target Version | TDM 2.08 | Fixed in Version | TDM 2.08 | ||
Summary | 0004968: Lockpicking: Running away from the lock does not cancel the sequence when you press and hold the frob-button | ||||
Description | stgatilov: "By the way, I just checked that you can look around while lockpicking without losing progress. Of course, you don't progress with the lockpicking itself (which makes some sense: you cannot concentrate on the lock). Moreover, the system allows you to cheat: you can not only look around, you can go to the other end of the map and return. As long as you don't release the button, your lockpicking progress will not be lost." | ||||
Additional Information | Discussion: http://forums.thedarkmod.com/topic/19833-4628-dont-interrupt-lock-picking-when-looking-away/?p=433159 | ||||
Tags | No tags attached. | ||||
related to | 0003643 | resolved | grayman | AI need to use switches to open and close doors |
related to | 0001438 | confirmed | Grabber: Can manipulate at infinite distance if object is not stuck | |
related to | 0005312 | resolved | stgatilov | While lockpicking there is an additional lockpicking failed sound when failing or switching to other lockpick |
Fixed in svn rev 8494. The problem is that frob system is one-side communication. When player frobs something, a method UseBy us called on that entity. It can be called with "press", "repeat", and "release" signals. Neither the lock nor the player saves information about the other side during frobbing. So when player breaks frob by moving or turning away, the signals simply stop coming: there is no place in the code which handles this situation explicitly. The solution was implemented by Grayman in 0003643, and it sounds like what people do with HTTP protocol. There is a event scheduled 300 ms in the future, and this event is rescheduled everytime player frobs the lock (aka keep-alive). If player stops frobbing, then the event is not refreshed, and triggers pretty soon. This event was used only to raise weapon back (until now). Now it also sends a "release" signal to the lock. As the result, whenever player breaks frob for 300 ms, lockpicking is canceled automatically. |
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Date Modified | Username | Field | Change |
---|---|---|---|
19.01.2019 17:09 | STiFU | New Issue | |
04.01.2020 03:54 | stgatilov | Relationship added | related to 0003643 |
04.01.2020 04:14 | stgatilov | Note Added: 0012050 | |
04.01.2020 04:14 | stgatilov | Assigned To | => stgatilov |
04.01.2020 04:14 | stgatilov | Status | new => resolved |
04.01.2020 04:14 | stgatilov | Resolution | open => fixed |
04.01.2020 04:14 | stgatilov | Fixed in Version | => TDM 2.08 |
04.01.2020 04:35 | stgatilov | Relationship added | related to 0001438 |
09.03.2020 11:20 | stgatilov | Target Version | => TDM 2.08 |
30.01.2021 07:48 | stgatilov | Relationship added | related to 0005312 |