STEAM GROUP
Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
13
IN-GAME
76
ONLINE
Founded
27 September, 2015
Showing 31-40 of 68 entries
17
Looking into tactics
8
Question re: Yacht heist detection
5
Green Bridge info
2
Santa's Workshop info:
5
Green Bridge info
Starting a thread here, won't have time for a deep dive right now.

Initial plane attempt time: 120-130 to start the plane's attempt script.
Plane has 45% chance to succeed (check_chance).
Plane timer on second chance: 35-45 seconds.

Snipers:there are three separate sniper spawn loops, with one active for the saw, construction site, and escape stages. Respawn is instant, except saw stage, where it's 15-25. Each is 1 sniper only on all difficulties.

Dozer out of SWAT van at final drill: 30% chance, dozer may be properly set to difficulty level (I don't know the model types).

Chair interrupter: 25-45 second delay on respawn if tied or killed. Might actually trigger an additional interrupter if tied, then killed! Also actually uses proper enemy type for difficulty, for once.

Need to look into cloaker spawn on opposing tower. Looks like maybe a zipline event is borked there.

The scripted spawns for different parts of the map are definitely active, but they all show up as zero in the script file dump. Not sure what's going on there. Example of the relevant groups is under "add_prefered_escape_bridge_spawns".

"escort_enter_scaffolding001" resets values for cloaker spawns upon scaffold entry, but the table the group selects from is empty and oddly variable across difficulties. Need to write out details of how those are composed.

The game attempts to spawn cloakers to hide along the route at each stage on different difficulties. Details not defined yet.

Misc:

The heist still has tracking info left over from the Darkness achievement from payday the heist.
2
Santa's Workshop info:
6
Question re: Counterfeit scripts
Showing 31-40 of 68 entries