Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Oh yes, I forgot about that. I think it's actually when you start the delay objective (run to the point behind the SWAT turret, that fountain area), I'll add that.
Thankfully several objectives are set all together at the start of the mortuary day.
Up to you, you can start a new thread or I'll compile your postings when I can.
Day 1(Mortuary)
Storage location:
Blonde's line will mention the location of the storage lockup with the diamonds.
Equal chance of:
Across the street to the left, past a locked fence
Immediately across the parking lot
Far across the parking lot, past a locked fence,
Escape:
Equal chance of:
Parking lot immediately to right of mortuary,
Left of the mortuary at the street, or
The far end of the storage unit beyond the mortuary parking lot.
The escape will always spawn in a different location from the storage unit with the diamonds.
Twitch will tell you where he is arriving.
Scripted Spawns:
At the start of the heist, 3 police cars will arrive carrying 2 LAPD each on OD. On lower difficulties, 2 of the 3 will arrive.
A cloaker will spawn in the back storage unit area when it is entered to either escape or find the diamonds, but it is set to run to a hiding place elsewhere in the map and will not immediately engage players.
Snipers, and a collection of stationary police harassers on rooftops, will begin to spawn at the end of the first assault wave.
Maximum 2 Snipers on [N-VH], 3 on [OVK-OD]
50% chance of gensec truck carrying cash.
Scripted spawns:
10 LAPD arrive in cars at start of loud.
One SWAT Van also spawns a bulldozer, shield and 2 swat on difficulties above Hard, else 3 swat and shield. The same spawns occur from the van that appears along the escape.
Turret chance: Randomly chosen from two vans at street.
40% on VH.
80% on OVK.
100% chance on MH, DW.
Both turrets spawn on OD.
Either elevator or window ambush at start of heist.
Elevator spawns:
N, H: 2 shields, 2 swat
VH, OVK: 2 shields, 2 swat, 1 cloaker, 1 bulldozer
MH, DW: 2 shields, 2 swat, 2 bulldozer, 1 taser, 1 cloaker
OD: 1 shield, 2 swat, 1 cloaker, 1 bulldozer
Window spawns:
N, H: 2 shields, 6 swat
VH, OVK: 1 shield, 2 bulldozers, 1 taser, 1 cloaker, 3 swat
MH, DW: 2 shields, 1 bulldozer, 1 taser, 1 cloaker, 3 swat
OD: 2 shields, 2 bulldozers, 1 taser, 1 cloaker, 2 swat
Snipers start to spawn with the second assault wave.
Maximum 3 Snipers on [N-VH], 2 on [OVK-OD]
25% chance of ambush in vault, gas attack, electrified vault, or nothing.
Gas takes 45-55 seconds to dissipate.
Vault ambush:
N, H: 2 shields and 6 swat
VH, OVK: 2 shields, 2 green dozers and 4 swat
MH-OD: 2 shields, 2 swat, 2 dozers, 1 cloaker, 1 taser
Smoke grenades will spawn in the vault as an advance warning while the door is opening.
One cloaker hiding along escape path.
One Bulldozer always spawns from a door to the left along the final escape path.
All 4 locations are first calculated to be enabled/disabled.
Choosing of location is done last, with equal chance (I assume only enabled locations).
Parking lot crash
Prerequisite is to have parking lot gate spawn.
SInce 50% chance for gate to spawn, chance is same for location to be enabled.
Left storage crash part 1
Disabled if left storage chosen. 66.67% base chance to be enabled.
The next if-else event gets called twice, once at the start and later, after a 22 + 97 second delay.
If-else
10% chance to enable left storage crash (unsure if affected by part 1).
Else 90% chance to enable both left main/palm tree crash.
So final calculations:
Parking lot, 50% chance to enable due to gate spawn.
Left main/Palm tree, 90% chance after first if-else. If fail, get another 90% chance of 10%. So 99%.
Left storage: 66.67% chance to get mid/back storage, then 6.67% (10% of 66.67%) chance. And an additional 6% after second if-else (66.67% - 6.67%, then get 10% of it), so 12.67%.
Code related bookmarks:
Line 397: Choose storage
Line 401 - 406: 1st if-else
Line 1896 - 1901: 2nd if-else
Line 1902: Choosing location
Unverified question: Can the left storage if-else be selected even though left diamond storage is selected? Since ´open_gate´ is never disabled, I assume the if-else to still execute even though ´car_crash_left_storage´ can be disabled.
Conclusion, if my unverified question holds true (left storage crash can be selected due to ´open_gate´ not disabled), then there is a rare actual chance for NO crash locations to be selected at all, thereby softlocking the heist? E.g. Left Storage Diamonds + 12.67% chance of Left Storage Crash + other locations not enabled.
Hardcoded area is ´area_escape002´, with van at (-2049.51, -5384.0, 186.054).
Other van not appearing is ´area_escape001´, with van at (-5925.0, -5400.0, 278.0).
I have no idea where that is in-game though, unless I have a mod that shows player coords and I walk there.