STEAM GROUP
Payday 2 Mechanics PD2mech
STEAM GROUP
Payday 2 Mechanics PD2mech
11
IN-GAME
62
ONLINE
Founded
27 September, 2015
Showing 81-90 of 105 entries
22
XP tracking script
This shows the diff and XP in the top left corner.

-- Show total XP in the top left corner, as well as recently awarded XP. Red: Infinite assault. Green: Weapons hot. Light blue: Stealth. GameSetup.oldUpdate = GameSetup.oldUpdate or GameSetup.update PlayerManager.xpTexts = {} function round2(num, idp) return string.format("%." .. (idp or 0) .. "f", num) end function GameSetup:update(t, dt) GameSetup.oldUpdate(self, t, dt) if PlayerManager.posPanel then local text = "" if managers.groupai and managers.groupai:state() then text = round2(managers.groupai:state()._difficulty_value or 0,2) PlayerManager.posText:set_color(managers.groupai:state()._hunt_mode and Color(1,0,0) or managers.groupai:state()._enemy_weapons_hot and Color(0,1,0) or Color(0,1,1)) else text = round2(0,2) PlayerManager.posText:set_color(Color(0,1,1)) end if managers.experience and managers.experience._global and managers.experience._global.mission_xp_current then text = text .. " " .. tostring(Application:digest_value(managers.experience._global.mission_xp_current, false)) or "None" for xpTime, xpText in pairs(PlayerManager.xpTexts) do if t < xpTime + 20 then text = text .. ", " .. xpText else table.remove(PlayerManager.xpTexts, xpTime) end end else text = text .. " 0" end PlayerManager.posText:set_text(text) else if managers.hud then local hud = managers.hud:script(PlayerBase.PLAYER_INFO_HUD_FULLSCREEN_PD2) PlayerManager.posPanel = hud.panel:panel({name = "positionpanel"}) PlayerManager.posText = PlayerManager.posPanel:text({ name = "textname", text = "texttext", font = tweak_data.hud.medium_font, font_size = tweak_data.hud.name_label_font_size, color = Color.green, align = "left", vertical = "top", layer = 1, w = 2000, h = 24 }) end end end core:import("CoreMissionScriptElement") function ElementExperience:on_executed(instigator) if not self._values.enabled then return end local text = self._editor_name .. ": " .. self._values.amount local curTime = TimerManager:game():time() if PlayerManager.xpTexts[curTime] then PlayerManager.xpTexts[curTime] = PlayerManager.xpTexts[curTime] .. ", " .. text else PlayerManager.xpTexts[curTime] = text end log("exp " .. text .. " " .. tostring(curTime)) managers.experience:mission_xp_award(self._values.amount) ElementExperience.super.on_executed(self, instigator) end

Add to hooks of some mod, using

{ "hook_id" : "lib/setups/gamesetup", "script_path" : "xptracker.lua" }
where the script has been named xptracker.lua.
11
Goat Simulator Findings.
Sorry for not getting back to you earlier; I had to hand in my thesis.

There are two things that I think are not quite correct:

1) Judging by the mission files I think the sniper locations are not constant. Can you elaborate so we can figure out the issue? I suspect the mission files deserve some more documentation.
2) Gas station also has a scattered roof spawn which does not require a ladder.

Other than that, I've reformatted and your findings and elaborated on some of them. Let me know if you feel that anything is missing from the following:

Diff:
  • 0.75 diff after 17 s on the ground. 1.0 diff after the first assault wave. Infinite assault upon opening the manhole to escape.
Snipers:
  • Snipers are activated after the first assault wave. Maximum 3 at one time, with 6 possible spots.
Notes:
  • 25% chance for 2 Bulldozers in the plane, else 1. Green/Black/Skull on N+H/VH+OVK/DW.
  • Fighting slowly through the plane is a waste of time, because the enemy soldiers deal only moderate damage and they all despawn when you jump out of the plane. Instead, someone should run through and kill only enemies standing in the way. The others should draw some attention however.
  • When getting ready to jump out of the plane, due to desync, double check that you are actually carrying a parachute and it was not stolen by a teammate who had picked it up a moment earlier.
  • Once a player hits the ground, spawn 17 civs (4 of which are in the diner), and 6 street cops.
  • The doctor bag asset will always spawn on the ground, whereas the ammo bag and grenade case assets will always spawn on a roof.
  • The diner has a keycard for the roof access corridor, which will spawn even if no pallet land on the diner. While the door behind the counter seems like a good idea, the door near the back entrance is the better option because you are not exposed to the street. Not having to climb over the counter also saves some time. This small hallway is also an excellent chokepoint that is easily defensible even with only 1 player.
  • The 3 pallets are distributed over 5 locations: The 4 buildings in each corner of the map, and the street. There is a ~68% chance that a given building has a pallet. Similarly, there is a ~29% chance that the street has a pallet. Beware, these chances assume that you have not investigated the map yet; they show the chance if you were to repeatedly restart the map and observe a single location. As a counterexample, if you have already found all 3 locations, then, due to this prior knowledge, you can assume that the other locations have no pallets.
  • Once a pallet has been activated by approaching it, the remaining pallets can no longer be activated until the active pallet has been secured in the helicopter. In particular, money bags thrown onto the scattered pallet are not secured if the pallet is not active, and may be stolen by enemies.
  • When a pallet is activated, the enemies are scripted to congregate around the area. The helicopter will arrive about 60 seconds after lighting the flare, and each pallet hook takes 5 seconds to attach.
  • There are several considerations for the pallet order:
    • During the first assault wave, there are no snipers and the diff is lower.
    • When the helicopter arrives to pick up the last pallet, 2 SWAT turrets will spawn on VH/OVK/DW, 1 on each side of the street. If the pallet is not located at a secure place, they will start shooting while you are trying to attach the hooks.
    • The car shop is very hard to defend because it has no useful cover, regardless of the precise pallet location.
    • The gas station is extremely close to a spawn point which rapidly respawns killed enemies. Its rooftop locations are also very exposed to snipers and SWAT turrets.
    • The diner has a hallway that is easy to defend, and its rooftop also has some cover.
    • The hardware store has some trouble with snipers if the pallet was dropped on the roof. If the pallet smashed through, it is arguably the easiest location to defend, and provides full protection from snipers and SWAT turrets.
    • The street has some small walls as cover, and is far from enemy spawn points. The greatest threat is being overrun by enemies, because there is nowhere to fall back to.
    • The difficulty of the locations roughly goes as follows: car shop > gas station > street > hardware store roof > diner > hardware store interior
  • While one can literally parachute into the pallets at the closest locations, this leaves the hard locations for later. A better approach is to handle the car shop and gas station while there is the least resistance.
  • Chance that a pallet, if it was set to spawn at a location, spawns on the roof:
    • Car shop: 24%
    • Gas station: 50%
    • Diner: 33%
    • Hardware store: 39%
  • Once the last pallet is in the air, the interaction with a manhole to escape is enabled. There are 4 possible manhole locations, each roughly in one corner of the map.
  • In the sewers, one of the following two groups of special enemies will spawn either before or after the first gate.
    • 1/2/3/3/3 Bulldozers on N/H/-. Skulldozer on DW, else green.
    • 3 shields, and 0/1 Bulldozers on N/-. Skulldozer on DW, else green.
  • The boat can only be driven once all players are in.
  • 6/8/10 stationary enemies will spawn on N/H+VH/OVK+DW once you exit the tunnel. It is not necessary to take the boat up to the escape zone, so depending on the health status of the crew it may be wise to exit the boat, shoot the enemies and walk to the escape.
3
Reset Actions and Has Old Action (Coplogic)
11
Goat Simulator Findings.
3
Reset Actions and Has Old Action (Coplogic)
1
Map Coordinate Reference
1
Multi-day experience payout
4
Skins
Showing 81-90 of 105 entries