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Payday 2 Mechanics PD2mech
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Payday 2 Mechanics PD2mech
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September 27, 2015
RandomKenny Apr 6, 2016 @ 12:40am
Goat Simulator Findings.
Hey Frank, I've complied a list of findings in the goat simulator lua, i'm a novice at reading and understanding lua, but hopefully most of my interpretations are correct. I've also tried to format it as best I could in the style of the long guide.

Goat Simulator

Day 1

* 5/7/10/12/15 goats needed for N/H/VH/OK/DW
*There are always 3 objectives needed to be done;
1)Saw Lamppost (4 Spawns) or drill security barrier (3 Spawns)
2)Disable electrical boxes for Scaffold or Fan (3 Spawns)
3) Make way through burning apartment (2 Spawns)
*There are 13 additional spots for goats to spawn, on Deathwish all but 1 will have a goat, however on normal only 2 spots will contain goats, meaning it can get frustrating having to search all 13 spawns for just 2 goats.

*There are 3 different spawn setups
* There will be 4 paramedics, 4 civilians 3 firefighter and 2 thugs at the scene of the crash & 12 civilians around the map
*There are also 6/8/10/14/17 cops at the crash on N/H/VH/OK/DW If any cop or gangster dies, spawn 8/10/14/18/24 additional cops 15 seconds later

*When activing apartment sprinklers, spawn 5/7/10 enemies inside building on N/H+VH/OK+DW

*The heist starts with 0.75 diff after 60 seconds of going loud and increased to 1.0 after the first wave.

*Maximum of 2/3 snipers on N+H+VH/OK+DW
* Of these, only 1 helicopter sniper allowed at a time, for Hard & above

*Awarded Experience - 10500
- 1500 on securing goat (can be triggered multiple times)


Notes:
*At the beginning of the heist, the best thing to do is to remain undetected, you can usually do this by turning around and running backwards (although this isn’t possible for 1 of the spawns and is much harder to do with multiple people and higher detection). This has several benefits. You can remain in stealth for 30 seconds before the police are alerted, and use that time to start collecting goats without any resistance. The other is by not killing any cops or gangsters, you won’t trigger the additional weak cops spawn.
*A map of all possible goat locations can be found attached here https://i.imgur.com/aehpxun.png


Day 2

*There are 3 locations for the cage to be dropped off/setup. It cannot be setup at the location it was dropped.
*It takes 3 minutes for the cage parts to be dropped off the first time (occurs around 3:50 ingame), and around 55 seconds after every cage pickup that doesn’t secure all the goats
*The plane has a 70% chance to collect the cage the first attempt (127 seconds)
*Increases to 100% on second attempt which happens 76 seconds later.
*Every cage pickup afterwards takes 67 seconds after the balloon is popped

*4 planks spawn on the map in 7 possible locations + 4 additional planks from buying asset, which spawn at the truck.

*The beginning of the heist has you fighting off 2 waves of gangsters, wave 1 starts at 21 seconds and wave 2 at 48 seconds, which has 38/49/65 gangsters in total on N/H+HV/OK+DW of which 16 are snipers. The normal cop assault starts 118s in.

*The heist starts at 0.5 diff after 60 seconds, increases to 0.75 after the first wave, and then to 1.0 after the second wave.
*The game starts an infinite assault once the bridge control door opens

*Maximum of 1/2 snipers on N+H/VH+OK+DW

*Excluding 'Normal', there is a 30% chance for the truck to spawn rolling barrels along with a bulldozer
*Upon reaching bridge, there will be 5/8/10 enemies freeing civilians on N/H+VH+OK/DW
*It takes 80s for the bridge to turn around

*Awarded Experience -21,000
- 500 on securing goat (can be triggered multiple times)
- 1,000 on plane collecting cage
- 50,000 on sending all goats in separate cages

Notes:
*Two helicopter snipers regularly spawn when defending the bridge, they aren’t particularly difficult to deal with as long as you pay attention to the helicopters flying in.
*The drill can be placed/repaired underneath the stairs.
Last edited by RandomKenny; Apr 12, 2016 @ 4:19am
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Showing 1-11 of 11 comments
Frankelstner Apr 8, 2016 @ 6:54am 
Very neat! The mission scripts are not actually Lua, but just serialized data that I have written a rather sophisticated converter for. Your XP values for the most part match the values that I had put in the guide already. Some debris on day 1 is bugged and awards 1500 XP on startup, no strings attached. I think the amount of debris etc. is constant, so these awards can be combined into a 10500 XP reward no matter what (as long as the player is there from the start). The plane on day 2 awards XP every time it picks up the cage, so the heist could be technically farmed for infinite XP (at a horrible rate to be sure). For some reason the guide mentions 1000 per plane pass, but the files indicate 500. I'm not sure if there's yet another bug at work or I messed up.

Gage package locations might go a bit too much into trivia territory which I'd leave to the wikia. I'm not sure either about civilian spawns, given that it is a loud map.


Anyway, I could either add you as a contributor and give you free reign over the heist and experience sections (technically you would have unrestricted access, but I'd like to stay in full control over the remaining sections for the time being). Alternatively, I could make a list of contributors on top and add your text to the guide myself.
RandomKenny Apr 8, 2016 @ 8:10am 
I did noticed you combined the exp amounts from day 1 together, but I know a way to bypass the sprinklers and not have to remove any debris, so I thought it would be worth seperating the exp values since you can bypass it.

I believe in the guide you put the 500 exp for cage built and 500 from cage collect together as 1000 , since those two objectives are mutually inclusive.

I'm fine with whatever you feel comfortable with, I could post my findings here and you could add them in yourself, or I could add in mission data myself.

Your convertor does a superb job if someone like myself can read and understand some of the stuff in it.

I was waiting to see if you thought this would be vaulable before going through some of the other mission scripts. Learning the inner workings of the maps is something I find really interesting (might have to do with the speedrunning I do occasionally). I was also hoping if you could extract the version 97 mission data so I could go through Murky Station and Boiling Point.

But yeah i'll make a bunch of notes on some of the missions you haven't put in the long guide yet.
Frankelstner Apr 9, 2016 @ 12:53pm 
I've added the latest mission scripts. That cage part makes sense; I think keeping both together avoids clutter. Regarding the sprinklers, you haven't mentioned that method in the notes. If that works reliably, keeping the debris XP separate makes sense. I'll add you as a contributor as soon as you accept the friend invite.
Nameless Apr 12, 2016 @ 7:17am 
A bit late to the party, but I tried to do the same for Point Break heists back when they came out. I never got around to posting my findings though since I wasn't sure if they were correct/accurate enough. Turns out to be right, since RandomKenny's notes on Goat Sim is probably more extensive than my Point Break ones. Perhaps I can post whatever I have for you guys to corroborate with and lessen the workload? I have a bit for Counterfeit too, and will probably continue to study the map files every now and then in the future as more are released.

Don't mean to steal anyone's thunder in regards to contribution, just putting in my own bit of effort to keep this guide updated.
RandomKenny Apr 12, 2016 @ 7:52am 
Originally posted by Nameless:
A bit late to the party, but I tried to do the same for Point Break heists back when they came out. I never got around to posting my findings though since I wasn't sure if they were correct/accurate enough. Turns out to be right, since RandomKenny's notes on Goat Sim is probably more extensive than my Point Break ones. Perhaps I can post whatever I have for you guys to corroborate with and lessen the workload? I have a bit for Counterfeit too, and will probably continue to study the map files every now and then in the future as more are released.

Don't mean to steal anyone's thunder in regards to contribution, just putting in my own bit of effort to keep this guide updated.

Arh cool, well Im casually now going through the mission scripts and writing up my own notes on them in my own time, and adding it to the long guide.

I don't know how Frank wants to deal with mutliple contributors, but perhaps if you want, you can send me what you've written up and I can add it to what I have, which then i'll add to the long guide.

Hows that sound?
Nameless Apr 12, 2016 @ 11:03am 
Yup, wasn't looking for a contribution credit, just wanted to toss whatever I happen to have to lighten the workload.

Maybe I can just post my stuff here for easier reference, instead of having to do it via private messages? I'll clean up whatever I have and post it here as soon as I have some time.
Nameless Apr 21, 2016 @ 11:09am 
Sorry about the long delay, here's what I have for Birth of Sky. Beneath the Mountain and Counterfeit soon.

Feel free to correct/use any info you find useful.


Birth of Sky
  • 75%/25% chance of spawning 1/2 dozers in the plane. Green/Black/Skull for N+H/VH+OVK/DW
  • There's really no point to trudge slowly through the plane, especially if there is a dodge player in the team. It's a much better idea to run through as fast as possible, stopping to kill whenever required and prioritizing the objectives.
  • The game blocks anyone from jumping as long as a parachute hasn't been picked up, but as soon as someone picks one up the blocker is gone and players are free to jump out, with or without a parachute. So when you think you've picked up a parachute, double check to make sure that you're actually carrying it and it wasn't stolen by a teammate who decided to pick it up slightly earlier.
  • Once a player hits the ground, spawn 17 civs (4 of which are in the diner), and 6 street cops.
  • 3 pallets will be dropped either inside the 4 buildings, or rarely the street. The latter option is bad news since you'll be out in the open and under fire from many sides, possibly also in the loving arms of 2 SWAT turrets.
  • 1 pallet will be scattered, forcing you to gather and return 8 small money bundles spread around the vicinity of said scattered pallet.
  • Some pallets can also be dropped on the roof of the 4 buildings. If a pallet drops on the roof of the car shop/hardware store/gas station, the game will remove the ladder leading up to said roof, forcing you to search the map for another ladder to use.
  • This is unnecessary for the gas station; you can access the roof of both gas station buildings via the conveniently parked truck nearby, as well as some sprint jumping. A suit player will probably have a more pleasant experience, but it should not be necessary to make the jump(s).
  • The diner has a small hallway that leads up to the roof; you will not need to search the map for a ladder in order to access the roof.
  • This small hallway is blocked by 2 doors, 1 of which can be opened using the keycard that will spawn somewhere in the diner. It is quite a small area to search, but at the same time can be hard to spot amongst all the visual clutter. This keycard will spawn even if no pallets land on the diner.
  • This small hallway is also an interesting spot to hold out in; only 1 door will be opened, which means an excellent chokepoint that is easily defensible with even only 1 player. The other door will never be opened, and it is very rare that enemies will enter the hallway from the roof.
  • So which door is better to open? The one behind the counter may seem appealing since it will force enemies to climb the counter to get to you, but doing so exposes you to enemies in the street, which is often comprised of stray Bronco cops with their 100% accuracy and way too much damage. Opening the other door usually leads to a more pleasant experience IMO.
  • Once a pallet has been found (by approaching it), it becomes the only active pallet and the remaining pallets can no longer be found until this pallet has been secured in the helicopter. This has some strategic repercussions; you may want to save the pallet in the most secure position to be the last pallet, or maybe you want to focus on the scattered pallet first, or maybe you want to secure any roof pallets first, etc. If this is a concern, try to plan ahead before activating any pallets.
  • Some interesting but ultimately pointless probabilities:
  • Chance of getting a pallet in the street, intact: 50% x (1 - (80%)(75%)) = 20%
  • Chance of getting a pellet in the street, scattered: 80% x 33% x 33% = ~9%
  • Diner pallet: if intact, 25% chance of being on the roof, if scattered, 50% chance
  • Car shop pallet: if intact, 1/9 chance of it being on the roof, if scattered, 50% chance of it being on the roof
  • Gas station pallet: if intact, 50% chance of roof pallet. No scattered roof pallet spawns.
  • Hardware store: if intact, 33% chance of roof, if scattered, 50% roof
  • For each scattered pallet, 15 possible spawn points for money bundles, 8 of which are chosen.
  • When a pallet is activated, the enemies are scripted to congregate around the area, so be careful. Each hook takes 5 seconds of interaction to attach, and the helicopter will arrive about 60 seconds after lighting the flare.
  • Consider clearing the pallets on the roofs first. The car shop and hardware store roofs, in particular, are really terrible places to be at. The snipers can snipe you cross-map, while you struggle to hit them even with high accuracy weapons. There is also a spawn point very near both rooftops, so reinforcements come fast and it's very easy to get overwhelmed.
  • While the doctor bag asset will always spawn on the ground, the ammo bag and grenade case assets will always spawn on the roof, which makes it a pain to access them.
  • Snipers: maximum 3 at one time, with 6 possible spots. The spot for each sniper is picked at the beginning of the heist and doesn't change. In other words, once you kill a sniper in a certain spot, he will be back there when he eventually respawns.
  • When the third copter arrives to pick up the last pallet, 2 SWAT turrets will spawn in VH/OVK/DW, 1 on each side of the street. Hopefully your pallet location is defensible from at least one of them, so you can attach the hooks without getting shredded.
  • Once the last pallet is in the air, activate 1 out of 4 manhole spawns, each roughly in one corner of the map.
  • An infinite assault starts once you open the manhole, so don't dawdle around and have everyone go in as soon as possible.
  • In the sewers, a "boss" wave will spawn either before or after the first gate. 50% chance of "dozers" boss wave, 50% chance of "shields" boss wave.
  • "Dozers": 1/2/3/3/3 green/green/green/green/skull dozers in N/H/VH/OVK/DW
  • "Shields": 3 shields in each difficulty, accompanied by 1 green/skull dozer in H+VH+OVK/DW
  • The boat will only be activated once all remaining players are in, so there is no teammate ditch to be had.
  • 6/8/10 stationary enemies will spawn on N/H+VH/OVK+DW once you exit the tunnel. The boat itself is not actually necessary to escape, so feel free to hoof it on foot and take out the enemies if you want to.
Frankelstner Apr 29, 2016 @ 2:01am 
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.
Last edited by Frankelstner; Apr 29, 2016 @ 2:02am
Nameless May 5, 2016 @ 6:06am 
Sorry for the late response too. I should probably check this group more often...

Noticed you put the section into the guide, I hope my observations were useful. It was never my intention to hijack the guide and have my own points written in, I'm just doing what I can to help keep it going. Glad to see you were able to compile it into something more readable and useful, hopefully my notes helped to at least save some time in the process. It's definitely the more preferable option that you're the one to finalize it, since some of my advice can be a little suspect in terms of accuracy or efficiency.

About the respawning snipers: re-read the relevant bits and yeah, you're right. I probably skimmed through too fast and failed to recall that toggling on is not the same as executing.

I still have some pending backlog notes on Beneath The Mountain and Counterfeit, I'll hopefully get off my ass some time soon and post them here.

Thanks for the work.
Frankelstner May 5, 2016 @ 8:20am 
Originally posted by Nameless:
Sorry for the late response too. I should probably check this group more often...
I highly recommend subscribing to the forum (and individual discussions). There's a button on the right side.
blinya Oct 30, 2016 @ 5:45am 
Sewers
https://youtu.be/ugDw-hYxB1I
When someone present on the street - no spawns at sewers.
Last edited by blinya; Oct 30, 2016 @ 5:49am
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