STEAM GROUP
Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
13
IN-GAME
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ONLINE
Founded
27 September, 2015
Showing 51-60 of 68 entries
26
Scarface Mansion info
This post is to compile useful info regarding this heist, for evaluation for inclusion in the Guide. Please excuse my dust.

General info:
There will always be six cash bundles in the map, in two sets of three. They can spawn in 5 locations:
Dining room table
Bedroom

[need to fill location list]

The two laptop positions can spawn different powerbox positions. Relevant line is show_3_random_panels or show_3_random_panels001 . Need to identify these.

The powerbox near the reflecting pool is the hardest to deal with in stealth or loud- it is very exposed. If loud, consider leading the assault wave away from the area.

Loud info:

4/6/8 Paintings on N/H+VH/OK+M+DW+OD.

Paintings are most often missed on the stairs in the main entrance room, and in the small hall leading to the red lobby.

Paintings can be burnt in the courtyard, on the upper level terrace, or outside next to the reflecting pool. Which occurs is random. The reflecting pool is the most difficult of the locations- if you get it, consider throwing the paintings from inside the house.

Gangster wave values: 5/7/10 on N+H/VH/OK+M+DW+OD.

1 turret on VH, 2 on all difficulties above. Turrets do not repair. May have reduced health, or same health across all difficulties.

The first wave of gangsters will spawn- then when all are dead, any turrets will spawn. Then the second wave will come from the stairway next to the office. When they are all dead, Ernesto will make his entrance.

Ernesto has 4 guards with him when he blows open the door on N+H+VH, else 8.

Helicopter Sniper spawn: 0/1/2/3 on N/H+VH/OK/M+DW+OD.

The winches take 180 seconds if uninterrupted.

Stealth info.

Exterior Guards:

Water: 001 vs 004.
2/3, N-VH/OK-OD.

Entrance: 001 vs 002 vs 004 vs 005.
N/H+VH/OK/MH-OD 2/3/4/5.

Fountain: 001 vs 002 vs 004 vs 005.
N/H+VH/OK/MH-OD 2/3/4/5.

Note I believe these two sets(Entrance and Fountain) may share identical ranges of movement. Need to observe more closely.

Point (spawn area): 001 vs 002 vs 004.
N/H+VH/OK-OD 2/3/4.

Interior Guards:

Side Stair: 001 vs 005.
1/2, N-OK/MH-OD.

"House" (full mansion interior): 001 vs 004.
1 guard on VH and up.

Upper floor of mansion: 001 vs 002.
1/2, N/H-OD.

Lower floor of mansion: 001 vs 004.
1/2, N-VH/OK-OD.

Lower floor "secondary" (separate group, may have different route), 001(N, H, OK) vs 003 (VH) vs 005 (MH-OD)
1/2, N-OK/MH-OD.

2 guards patrol the red lobby on all difficulties.

When the red lobby opens, a guard will spawn at the upper level entrance, walk outside, and go stationary to cover the door. Be aware that his idle animation was chosen because it has him occasionally look behind him.

The game spawns 6 coke bundles from a set of 20 locations. One will have the recording.
Coke bundle locations:
[need a list here]

Possible phone locations:
Bedroom(2 spots), Fireplace room, Green room with bookshelves, Dining room table.

If the security manager spawns on the side of the house, an additional guard is spawned from a large possible pool. I need to identify how this group works.

All exterior guards aside from those in the spawn area and possibly the one that patrols near the security manager, mentioned above, can be launched out of the map. This can use the ocean, but also anyplace the guard passes near a low wall that marks the boundary of the playable area: the guard's body will fall through the world and despawn.
12
No general mission script changes for OD? I was wrong- there really are mission changes!
22
XP tracking script
13
Safe Drop/Skin Drop Percentages
7
The Biker heist and Panic room mission files
I'm working through the script dump to try to figure out the remaining thresholds for the various roof defense objectives. What a mess it is... this is draft material, I'll try to nail it down.

"clear_the_roofs2_debug" and "clear_the_roofs2" both just call cycling voice lines.

First defense

"starter_2" appears to be the first roof defense (to get Bile to arrive and place the magnet).

On VH and above it calls a specific five- enemy spawn, "point_area_min_police_force_001". I can't tell the location.

sniper_spawn_010 - still need to look into this, seems to constantly respawn a particular sniper.

Also on VH and above, the game uses "logic_random_039" and "logic_random_040" to spawn smoke grenades at multiple random locations with variable delays. I'm not sure what this is meant to do.

"assault_ended_during_roof_clear" ends the task.

"roof_empty_trigger" checks a box area (presumably the roof, the exact definitions are probably worth knowing) for enemies. This also ends the task. I can't tell how frequently it checks. Practically speaking, the first defense always seems to end with the wave. My suspicion is the box may be very large.

"ready", is the point at which the defense finishes and Bile comes in.


Fun fact- there's still material left in from the "keep_roof_clear_hot_lava_achievement". It doesn't do anything, though.

Second defense

The general cue that defines the second defense (when Bile leaves) appears to be "started_9"

"add_prefered_front" and "add_prefered_back" appear to create spawnpoints toward the roof.

sniper_spawn_009 - still need to look into this, seems to constantly respawn a particular sniper.

On Overkill and above, "overkill_145_shield" appears to have a 50% chance of spawning 2 shields 30 seconds after the objective begins. Unclear on their location, probably blocking stairwells inside the building.

On VH and above it calls a specific five- enemy spawn, "point_area_min_police_force_001". I can't tell the location.

Also on VH and above, the game uses "logic_random_039" and "logic_random_040" to spawn smoke grenades at multiple random locations with variable delays. I'm not sure what this is meant to do.

Conditionals that end this objective are complex. "heli_escape_criterias(2)" is called by a bunch of different things and appears to let the objective resolve as a time function. The game appears to

1. check the assault wave status. if the assault ends, add 1 to heli_escape criterias.

2. "check_for_enemy_roof_count" and a bunch of complicated interactions between
"enemies_alive_in_volume(0)",
"over_5"
"less_than_3"

kick in after 30 seconds.

That appear to work together with "trigger_-_roof", which defines an area (different from the first defense), and

"link_2" and "link_3" to spawn a constant stream of enemies from neighboring roofs (maybe?)

"check_for_enemy_roof_count" checks the roof for enemies.

The target number of enemies to proceed seems to be less than 4. I'm going to need help parsing this, I'm afraid. triggering it adds to heli_escape_criterias (2).

3. "´heli_escape_criterias(2)´ (DELAY 610)" appears to force the objective to resolve after 610 seconds.

My suspicion is that the breadth of the box being checked, coupled with spawn loops, means that the upper time limit, or kiting the assault wave away from the roof, are necessary to finish the objective in any reasonable way on higher difficulties.

"trigger_once_its_been_triggered_twice(2)" works with "roof_clear_-_pull_out_panic_room" to start the next part of the sequence.
12
No general mission script changes for OD? I was wrong- there really are mission changes!
Showing 51-60 of 68 entries