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Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
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27 September, 2015
Showing 11-20 of 68 entries
16
White House Heist difficulty differences
3
areaminpoliceforce system explanation request
3
Alaskan Job info
Going to compile info on the heist here. I have some documentation of the scripted ambush information and the extra loot, but I need to gather the other relevant information.

General Snipers:
All controlled under element 100512 spawn_random_snipers_2

1 max on N/H, 2 max on VH/OVK, else 3.

Turrets (dummied out): would have spawned a turret in one of three swat van locations on VH or over.

Ambushes: difficulty determines and activates a set of different possible ambush behaviors. the higher the difficulty, the more options there are. After the difficulty filter activates the ambush events, the game selects one of them from groups a, b and c.

delay on loop is 60-120 seconds.

1(NH):
´smoke´ DISABLED
2 ´generic_swats´ DISABLED
3 ´shield_wall´ DISABLED
4 ´blue_shields´ DISABLED
5 ´spawn_swats´ DISABLED
6 ´spawn_swats004´ DISABLED

2(VH/OD):
1 ´snipers_in_helicopter´ DISABLED
2 ´snipers_on_roof´ DISABLED
3 ´hiding_cloakers´ DISABLED
4 ´shield_wall´ DISABLED
5 ´generic_swats´ DISABLED
6 ´tear_gas´ DISABLED
7 ´smoke´ DISABLED
8 ´green_dozers´ DISABLED
9 ´black_dozers´ DISABLED
10 ´green_shields´ DISABLED
11 ´green_dozers001´ DISABLED
12 ´black_dozers001´ DISABLED
13 ´random_outside_dozers´ DISABLED
14 ´random_roof_dozers´ DISABLED
15 ´spawn_swats001´ DISABLED
16 ´spawn_swats005´ DISABLED

3(MH/DW):
1 ´generic_swats´ DISABLED
2 ´shield_wall´ DISABLED
3 ´snipers_in_helicopter´ DISABLED
4 ´snipers_on_roof´ DISABLED
5 ´hiding_cloakers´ DISABLED
6 ´tear_gas´ DISABLED
7 ´smoke´ DISABLED
8 ´skull´ DISABLED
9 ´black_dozers´ DISABLED
10 ´dw_shields´ DISABLED
11 ´black_dozers001´ DISABLED
12 ´skull001´ DISABLED
13 ´open_hatches´ DISABLED
14 ´random_outside_dozers´ DISABLED
15 ´random_roof_dozers´ DISABLED
16 ´spawn_swats002´ DISABLED
17 ´spawn_swats006´ DISABLED

4(DS):
1 ´smoke´ DISABLED
2 ´tear_gas´ DISABLED
3 ´generic_swats´ DISABLED
4 ´shield_wall´ DISABLED
5 ´snipers_in_helicopter´ DISABLED
6 ´snipers_on_roof´ DISABLED
7 ´hiding_cloakers´ DISABLED
8 ´zeal´ DISABLED
9 ´od_shields´ DISABLED
10 ´zeal001´ DISABLED
11 ´open_hatches´ DISABLED
12 ´random_outside_dozers´ DISABLED
13 ´random_roof_dozers´ DISABLED
14 ´spawn_swats003´ DISABLED
15 ´spawn_swats007´ DISABLED

Of all of these possible outcomes, I believe that roof dozers(the '001s'), open hatches, tear gas, and snipers in helicopter are all disabled, incomplete or dummied out. Some of these entries are also simultaneously enabling subsidiary elements that are nested within events. A simplified list is:

N/H:
smoke bombs
a shield wall (blue shields)
generic swat groups

VH/OVK:
A sniper
A pair of cloakers flanking a traincar door
a shield wall (fbi shields)
smoke bombs in the train
2 green or black dozers outside the train
generic swat groups

MH/DW:
A sniper
A pair of cloakers flanking a traincar door
a shield wall ("dw shields", need to look up what they are)
smoke bombs in the train
2 skull or black dozers outside the train
generic swat groups

OD:
A sniper
A pair of zeal cloakers flanking a traincar door
a shield wall ("dw shields", need to look up what they are)
smoke bombs in the train
2 zealdozers outside the train. I believe this cannot include minigun or medic dozers.
generic swat groups

the pool of groups then is used to select what happens.
group a:
snipers_on_roof´ (delay 0) DISABLED
´hiding_cloakers´ (delay 0) DISABLED
´random_roof_dozers´

As I think random roof dozers are disabled, it's always cloakers or a sniper. Nothing happens on N/H.

group b:
´generic_swats´ (delay 0) DISABLED
´random_outside_dozers´ (delay 0) DISABLED
´shield_wall´ (delay 0)

a shield wall or generic swat on N/H, with a pair of dozers also an option on higher difficulties. There are several options for the swat spawns for each difficulty set, but I think that just effects location and appearance of the enemies.

group c:
´smoke´ (delay 0) DISABLED
´logic_link_002´ (delay 0)
´none001´ (delay 0)

logic link and none seem to do nothing. So a 1 in three chance of smoke, basically.

I'll rewrite and bottom line this section for the guide later on in a subsequent post.

Loot:
4 bags cash in locked area with captain. 4 bags weapons in cases throughout area. Easily missable weapons are in or on crates near the ships.


Diff values:

I'm particularly having trouble sussing out the final, seemingly buggy escape objective.
7
Mission Scripts
17
Looking into tactics
21
Reservoir Dogs heist info
Showing 11-20 of 68 entries