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I've noticed that update 92, 93 or 94 (probably 92) has fixed the odd issue of too many guards spawning unless you go right from loadout screen to spawning.
Hearing drills is not a matter of mission scripting; I guess that guards in the main hall just path so they do not get close enough anymore.
I've bugged the devs about correcting a bunch of geometry errors in that heist, and they've also been stealth-patching other things there as well- I'm trying to keep an eye on it. For example, I believe that guards will no longer hear and path to drills on gates inside the vault.
I've been very careful with the phrasing. So the answer is that the armor will regenerate at 0:05 only.
Finale 22 Jul, 2015 @ 9:32pm
What determines the event that spawns snipers on the interior balcony of Big Bank, and the interiors/courtyard of the Diamond?
Is there anything we can do to make your maintenance of this guide easier?
Frankelstner [author] 23 Jul, 2015 @ 10:41pm
Middle guy (presumably) on Big Bank has a 5% chance to be a sniper at every respawn. Diamond activates snipers if a keycard has been inserted into the first timelock and the alarm goes off.
I'll keep your other question in mind because I can't think of anything at the moment.
I wanted to test what happens if things get loud on The Diamond if you trigger alarm while 2nd timelock is counting down and encountered an interesting sniper spawn. I noticed the sniper when he was crouch-walking through from the entrance hallway, through the garden, through the back hallway, through Ghengis Khans exhibition and finally he positioned himself in the "death room" (where the cops are always hold on loud) right next to the keycard panel of the first timelock.
I've never encountered that guy before, does he only spawn when things get loud after a specific amount of stealth objectives? Also a sniper spawned on the east staircase, sniping down the back hallway. I guess he spawns under the same conditions.