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IDProjectCategoryLast Update
0007454Valley 1Suggestion - Mission IdeasMay 2, 2012 5:20 pm
Reporterkhadgar Assigned ToChris_McElligottPark  
Status assignedResolutionopen 
Product Version1.007 
Summary0007454: Rescue Survivor From Building - Exploit
DescriptionThe survivors in these missions use the patrol AI, walking back and forth until they cannot travel any further, then turning around and heading the other direction. Instead of talking to the survivor, a crafty player can walk with them as they patrol, using crates to knock them off ledges they wouldn't normally walk off or cliffs they couldn't climb. I was able to get a survivor back to the entrance door without ever talking to them.

Video available upon request.
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khadgar

May 2, 2012 4:35 pm

reporter   ~0023299

For the record, it's probably more work to use this trick than it is to complete the mission normally. However, in a select few circumstances (rescuing survivor from a stormy deep), it is much easier in this manner.

Penumbra

May 2, 2012 4:39 pm

reporter   ~0023303

This I want to see. I'll request :)

Chris_McElligottPark

May 2, 2012 4:51 pm

administrator   ~0023305

I agree this sounds like so much work I'm not sure it's a proper exploit. I'm almost more inclined to go "how clever!" and just leave it at that. But I'm open to feedback on it; it would be easy enough to change it so that they just stand there instead of running around, but this is kind of interesting, heh.

RetroNutcase

May 2, 2012 4:53 pm

reporter   ~0023306

This does sound like an exploit, but like x4000 has said, it sounds like it's not exactly an easy one to pull off. I'm inclined to say let it stay, sometimes it's nice to have a 'Sneaky Ninja Method' to things, like that one level in Portal 1 that had a super easy quick way to be beaten if you were clever, letting you bypass the majority of the level. The developers intentionally left this in after testing due to how clever they thought it was.

Penumbra

May 2, 2012 4:53 pm

reporter   ~0023307

It's almost, like, you could build a whole new mission type out of this interaction ;)

0005906

I never actually tried it before though, very cool. I would still like to see your video, to get an idea of how you did it.

Quaix

May 2, 2012 4:56 pm

reporter   ~0023308

That does sound like a neat idea for a mission: Lemmings!

Use crates (and maybe platforms, if they don't fall through) to get your team of robots to the destination.

Chris_McElligottPark

May 2, 2012 4:58 pm

administrator   ~0023310

0005906 is about 60% coded, just FYI. Has been for over a month now, but I intend to finish that off this week if possible.

khadgar

May 2, 2012 5:02 pm

reporter   ~0023312

Last edited: May 2, 2012 5:17 pm

Video link: http://youtu.be/vzp-cMgRhts

I came up with this idea because I was in the windy deep. While *I* could easily survive the trek back, the survivor would probably die super easily. I saw them running back and forth, and thought to myself "I will 'grab' him at the apex of his journey leftwards, so that he has less room to travel". Then I noticed that he just kept running left as long as the terrain allowed, and so...

EDIT: I know at the end of the video I picked him up, but you don't have to. I just completed another rescue mission where I got him all the way to the door, which he walked in and completed the mission just fine, without ever being touched.

Penumbra

May 2, 2012 5:17 pm

reporter   ~0023315

That was awesome. I was laughing every time you had to run back to see where he had gotten off to. Very clever use of crates and bridges.

khadgar

May 2, 2012 5:19 pm

reporter   ~0023316

I just found an even better way to do it, don't even need to knock him off using crates. You place a platform right off the edge of a cliff you want him to walk off, so that he will start "speaking" with you right as he reaches the edge. NPCs have a deceleration that triggers when they start talking with you, and they will coast right off these little cliffs. Way easier, it took me around 90 seconds this time to get it.

Penumbra

May 2, 2012 5:20 pm

reporter   ~0023317

Ok, that's how I'm doing every one from now on!

Issue History

Date Modified Username Field Change
May 2, 2012 4:34 pm khadgar New Issue
May 2, 2012 4:35 pm khadgar Note Added: 0023299
May 2, 2012 4:39 pm Penumbra Note Added: 0023303
May 2, 2012 4:51 pm Chris_McElligottPark Note Added: 0023305
May 2, 2012 4:51 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 2, 2012 4:51 pm Chris_McElligottPark Status new => feedback
May 2, 2012 4:53 pm RetroNutcase Note Added: 0023306
May 2, 2012 4:53 pm Penumbra Note Added: 0023307
May 2, 2012 4:56 pm Quaix Note Added: 0023308
May 2, 2012 4:58 pm Chris_McElligottPark Note Added: 0023310
May 2, 2012 5:02 pm khadgar Note Added: 0023312
May 2, 2012 5:02 pm khadgar Status feedback => assigned
May 2, 2012 5:17 pm Penumbra Note Added: 0023315
May 2, 2012 5:17 pm khadgar Note Edited: 0023312
May 2, 2012 5:19 pm khadgar Note Added: 0023316
May 2, 2012 5:20 pm Penumbra Note Added: 0023317