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I still need to check the scripted door-check guards for the red lobby. I've observed them in more than one spot, but I can only find references for one.
afaict, all exterior guards that aren't at the spawn, by the dock, or the one who can appear with the manager at the side are functionally the same group, patrolling the same waypoints. Is this correct, or have I missed something?
"trigger_special_objective" ties to several things that may be dummied out. They read like they might just be used for enemy pathing.
- 2 in the bedroom (2nd floor)
- 1 in the red room with the fire place (1st floor)
- 1 in the green room with the bookshelves (1st floor)
- 1 on the dining room table (1st floor)
I don't think I saw any others...
Don't forget escapes / loot secure spots:
Stealth has 2 possible:
- boat
- van that arrives just outside the main entrance of the estate / far right corner
Loud has 3 possible:
- boat
- van that arrives just outside the main entrance of the estate / far right corner
- van that crashes through the wall near the spawn point (at the bottom most area of the map)
I was testing specifically for the trigger conditions when it first released but the mission scripts wasn't available then and I can't seem to find it now, unless I missed it somewhere.
I can share more about what I tested but if it's not coming back I don't see the point.
Edit: Oh what the hell, might as well. Perhaps it can be reported as a bug that the reinforcements are removed.
My tests previously (guesswork):
Reinforcements in stealth are checked once per heist with a chance to succeed when these 2 conditions are fulfilled:
1) At least 4 guards are dead (can't remember if security head is included)
2) Keycard is picked up.
Reinforcements takes 4 (or 2, I can't remember) minutes to spawn upon Bain's message.
The reinforcement van takes 15 seconds to drive to and unload 4 new guards so total 4 min 15 seconds.
Do you know what needed fixing for those stealth reinforcements which might have prompted them to remove it?
- there seem to be about 4 guards on the first floor that only roam the first floor
- there seem to be about 2 guards on the second floor that only roam the second floor and the roof
- there seems to be 1 guard that can roam between the first floor and second floor and even to the red hall area (consider taking this guy out as he can pop in on you unexpectedly in the worst spots)
- there is 1 guard that spawns once you finish the phone call successfully. He spawns just inside the red hall on the second floor and he walks into the doorway between the roof and the red hall
- there are 2 guards in the red hall area that only roam in the red hall area
- there are also 2 guards in the right side stair case area.
Guards in the reinforcement group would act as if they were in loud gameplay- running, with guns drawn, to each patrol location, then snapping into an idle animation, before running to the next location.
Ah, I see. I normally don't get around to bumping into them. However, I would like to add that if the laptop is in the left shed (not the spacious one near the water), then those reinforcements can notice the hack and call the police. The other external guards that walk by there will not think the hack is suspicious; only these reinforcements (if they see it).
http://steamcommunity.com/app/218620/discussions/14/135508489634631984/
(Thanks for making me aware)
Hmmm... I think I randomly saw him out on a balcony shooting at me (and then at the cops when I was out of his sight).
Wait, you can kill him early then?
Hmm... so you need to kill him a second time if you managed to kill him on the balcony? That seems pretty funny =)