View Issue Details
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005678||The Dark Mod||GUI||public||21.07.2021 07:29||11.06.2022 15:06|
|Product Version||TDM 2.09|
|Fixed in Version||TDM 2.11|
|Summary||0005678: Track pickpockets in mission statistics|
|Description||As suggested in this thread, it'd make sense to track the number of pickpockets on the mission statistics screen, like in Thief.|
It could be done by:
1) adding a basic property to the base class for pickpocketable items like keys and purses
2) scanning all AIs in the map to count how many such items have been attached to them to see how many there are in total
3) when the mission is over or about to end, count how many AIs still have items on them
Could be thrown off if the mapper deletes or spawns AIs midgame.
|Tags||No tags attached.|
The suggested approach seems a bit complicated.
An item that can be pickpocket basically has two attributes. It is frobable (note that the engine can differ between this and grabable) and it is attached to an idActor (or more specifically an idAi). The entities can increase the number of total pickpocketable items themselves upon spawn.
If the player frobs it, the pickpocket counter goes up. The ending screen just need to get the two numbers passed (similar to the other stats).
Fixed with revision #9926: The amount of items that the player could potentially have pickpocket at the end of the mission is displayed in the mission statistics. This number is not static, as taking out ai will reduce the amount of items the player can pickpocket, if the ai was still carrying such objects at that time.
pickpocket.jpg (466,869 bytes)
Maybe that's why this "out of" was not implemented...
If the player knocks out or kills AI, then maximum number of pickpockets is just some random number. It does not show anything, no?
Moreover, if player does knock people out, than he can easily get "7 out of 4", since guards which were pickpocketed than knocked out only get into the first number.
I believe this will generate a lot of confusion.
"If the player knocks out or kills AI, then maximum number of pickpockets is just some random number. It does not show anything, no?"
The maximum number of pickpockets as shown on the stats screen is the amount of pickpockets performed by the player (so the number in front of "out of") plus the items that could have been pickpocketed at the end of the mission. So it is no random number, but the amount of possible pickpockets depends on whether the player grabs an item from an ai before/without koing/killing it (counts as pickpocket) or afterwards (no pickpocket).
"Moreover, if player does knock people out, than he can easily get "7 out of 4", since guards which were pickpocketed than knocked out only get into the first number."
As explained above this should not be possible.
Yes, you are right.
The upper bound will vary, but will never be less than the lower bound.
|21.07.2021 07:29||Dragofer||New Issue|
|05.06.2022 18:29||Obsttorte||Note Added: 0014843|
|05.06.2022 18:29||Obsttorte||Assigned To||=> Obsttorte|
|05.06.2022 18:29||Obsttorte||Status||new => assigned|
|06.06.2022 08:17||Obsttorte||Status||assigned => resolved|
|06.06.2022 08:17||Obsttorte||Resolution||open => fixed|
|06.06.2022 08:17||Obsttorte||Fixed in Version||=> TDM 2.11|
|06.06.2022 08:17||Obsttorte||Note Added: 0014845|
|06.06.2022 08:17||Obsttorte||Note Added: 0014846|
|06.06.2022 08:17||Obsttorte||File Added: pickpocket.jpg|
|11.06.2022 08:27||stgatilov||Note Added: 0014854|
|11.06.2022 11:22||Obsttorte||Note Added: 0014857|
|11.06.2022 15:06||stgatilov||Note Added: 0014861|