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地图逻辑细节优化

2026-02-22 23:01:37
发布在PAYDAY 2
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这是《收获日2》的地图逻辑细节优化指南,基于游戏脚本编写,详细讲解了第一世界银行超量钻探的前置条件、激活仪式,还介绍了Counterfeit、GO Bank等多个地图的触发机制、任务逻辑,以及犯罪狂欢的等级与奖励规则等内容。

部分地图区域脚本机制的详尽说明 引言 关于触发超量钻探(Overdrill)具体需要执行和避免哪些操作,存在诸多错误信息。我自己也曾相信其中一些。当遇到错误信息时,我们该怎么做?当然是深入研究,找出真实情况。 因此,本指南完全基于游戏的实际脚本编写。 第一世界银行:超量钻探(Overdrill) 前置条件 在包含超量钻探所有实际逻辑的脚本(“Baldwin”)能够运行之前,必须满足以下条件: 1. 难度必须至少为混乱难度(尽管脚本的其他部分要求至少为死亡之愿难度,但此处明确指定为混乱难度)。 2. 至少有一名玩家进入过保险库区域。触发区域并未覆盖有四个摄像头的房间最前端,仅延伸到柱子位置。同时,它的高度也不够低,以至于当你传送到保险库门时不会触发它。 该抢劫任务是 loud 难度。当警察被呼叫时(警报响起前1秒)会进入此状态,同时任务目标、可交互物体等会切换到 loud 状态。当玩家穿过激活的金属探测器时,警察会立即被呼叫。 需要指出的是,犯罪狂欢(Crime Sprees)默认始终被视为 Overkill 难度,除非你安装了修改此设定的模组。此外,我也不清楚为何脚本的这部分会检查至少为 MH 难度,因为后续检查却要求至少为 DW 难度。激活仪式 要正确执行激活仪式,劫匪们必须站在正确的位置并朝向正确的方向。这一点通过图表展示最为直观。 图1:劫匪位置

一名劫匪必须站在每个标有L、R、F、D的青色矩形中。此外,每个人都必须朝向正确的方向,且检查相当严格。假设每个劫匪都准确站在相应方框的中心: 站在F位置的劫匪必须看向办公桌后方“FIRST WORLD BANK”标志中O和R之间的位置。 站在L位置的劫匪必须看向R位置上方电梯指示器的中心。 站在R位置的劫匪必须看向房间的前墙,具体是图2中圈出的墙面瓷砖的T形接缝处。 站在D位置的劫匪也必须看向前墙,但要看向不同的点。如果银行的入口在左侧,那么它就在走廊出口上方窗框的中央,正对着地球仪标志的上方,无论该标志是否可见,参见图3和图4。 图2:R位置观察目标:

图3:D位置的观察目标(入口在左侧)

图4:D位置的观察目标(入口在右侧)

If all prerequisites have been met and nothing has disabled the ritual, the Overdrill will be enabled: Not only will it get an outline visible even from this room, but the small white box on the desk will turn steady, a red point light activate in front of it, and the C4 ticking noise will play. Activation Ritual, DetailsShooting out any of the four cameras watching the room where you do the ritual disables it. Which you can't do on any difficulty where the ritual is enabled anyway. Each position is checked by a section of the script that works the following way: Each place has an entry trigger, exit trigger, look trigger (ie, it fires when looked at), a counter which starts at 2, and a "link" element. Walking into the entry trigger enables the exit trigger, look trigger, and link element. It also decrements the counter. Walking out of the exit trigger disables the exit trigger, look trigger, and link element. It also resets the counter to 2. Looking at the look trigger decrements the counter also. If a decrement brings the counter to zero, it fires its output, which is wired to pass through all four link elements. If it passes (ie, all four are enabled), then a filter verifies that there are four players and the difficulty is DW or DS. If that passes, then the overdrill activates. You might notice a few things here: Strictly speaking, the requirement is that all four players be standing in the right spot and individually look at the correct places, not that they all be looking at once. The only thing that disables the overdrill is shooting the cameras, which you can't do. Things which have no effect on the overdrill include placing the thermite, going into the room with the normal vault's doors, and doing anything to the camera guy. Counterfeit: Going loud Ignoring for the minute what happens when Loud is triggered: Simple triggers Unsilenced gunshots or explosions. Civilian or cop calls the cops. Glass breaks. Civilian is on the street (2s delay). Player on the street (10s delay). Any window in Wilson's or Mitchell's house, or their garden sheds, counts except for two. These are the window above Wilson's sink, and the small window in Mitchell's kitchen. "Player on the street" is a little harder to explain, mostly due to how complicated the collective shape of the triggers is. Loosely, the definitely safe zone is the interior of the houses, the interior of the garages, and the backyards, as defined by visible walls. The area enclosed by stone walls on the landward side of Wilson's house is safe, as is, curiously, the area just slightly in front of Mitchell's garage: you can sneak out of the garage, behind the basketball hoop, and into the backyard without counting as in the street. Buying some timeIf you don't do any of the above, the heist WILL still go loud eventually, if you actually do objectives. If you do nothing to progress, nobody will get suspicious. The basic sequence is triggered by any of three things happening: 15s after a civilian dies. 20s after the hack on the first security panel is set up. 25s after a civilian is uncool. The sequence is thus: 1. Wait 7s 2. The first cop car starts driving from off the map. This takes 19s. 3. The cops will check out part of Wilson's house, Wilson's basement, the backyards, and Mitchell's basement in that order. They will go stationary in front of Mitchell's basement door (if it isn't open) or inside the basement (if it is). 4. Wait for the cops to die or be taken hostage. Merely being alerted doesn't count. 5. Wait 6s. 6. Start the phone ringing. Players may answer this, or not, it has no effect. 7. Wait 35s. 8. The second cop car starts driving from off the map. This takes 18.5s. 10. The second batch of cops will go to Mitchell's basement via his backyard too. 11. Wait for both of the second batch to be dead or taken hostage, or out of their car for 60s, whichever comes first. 12. Go loud. If at any point in this sequence a cop sees the bookcase in Wilson's basement open, or a security panel being hacked, he will become uncool. If you have a fast team and good luck you can get a quarter of the way into drilling the safe by the time you go loud. If you use ECM jammers against the first batch of cops you can get even further. GO Bank: Telephone and Blackmail The TelephoneAt startup, initialise variables: police_step = 1 police_can_call = 0 police_chance = 15 gensec_chance = 20 When both the vault is opened and Gensec have already called, police_can_call is set to 1. Whenever the map decides that the phone should ring, you have 8s to answer it after it becomes interactable, 2s after it starts ringing. If you don't interact with it in that time, there's a 50% chance that the police will be called. If you do interact with the phone, the timeout is cancelled. It takes 2s, the time it takes bain to answer, then 1s, before the map decides what the call actually is. If police_can_call = 1 and police_step = 2, then it will be the second police call. If police_can_call = 1 and police_step = 1, then there is a police_chance% chance of it being the first police call. If not, then police_chance += 15, and it is a normal call. Otherwise, there is a gensec_chance% chance of it being the Gensec call. If it is not, gensec_chance += 20, and it's a normal call. First Police CallCuriously, there is no explicit "if not loud" guard on any part of this except step 2. 1. police_chance = 0 (so, this call only happens once). 2. If we aren't loud yet, Captain Rogers starts talking (the "we got a call from your private security firm" line). 3. Wait 45s after step 1. 4. Spawn 3 police officers behind the chain link fence by the auto shop. 5. Wait 150s 6. police_step = 2 Second Police CallCaptain Rogers will inquire as to the fate of the officers he sent earlier, and give 1, 2, or 3 minutes before he calls the cops. This timer starts when he hangs up, but the telephone will not ring again. Gensec CallThere is a 20% chance of Hilary wanting to know the code, zero if the armoured van spawned (which has a 3% chance). If she doesn't ("is Barney there?"), there is an 85% chance she will send a patrol car, zero if the armoured van spawned. The car starts driving 31s after Bain finishes the "He's doing a great job." line, and can come from either just past the large skip on the auto shop end of the map (parking in front of the auto shop), or from just behind the grocery (parking behind the large truck). If she does want to know the code, then one second after Bain finishes asking the players to find the codes, various papers on the tellers' counter become interactable. There are 10 of these, from a pool of 16. The odds of the next paper interacted having the codes are 5%, increasing by 25 each time a wrong paper is selected (so one of the first five is always correct). The heisters have 30s from when the papers become interactable to find the right one. If they take too long, the Gensec patrol car will start driving 30s later. There is no other penalty. Normal CallThere is initially a 96% chance the call is a bank customer or a prank call, rising to 100% after the vault is opened. Otherwise, blackmail. Blackmail5s after the map decides the call is the blackmailer, the blackmail flag is set. Once this is set, it's checked... at some point. I believe this is when a bag is picked up[1]. Instead, it enables the comply-with-the-blackmailer objective and two area triggers, as well as disabling an invisible wall that would otherwise prevent bags being thrown out of bounds. The first trigger detects when a bag is thrown over the wall behind the auto shop, marks the objective as completed, deletes the bag, puts the invisible wall back, and arranges matters so that the van loot zone becomes enabled instead next time The second trigger establishes a boundary located for the most part along the kerb on the gas station side of the street. Entering the thus triggered-off volume calls the cops. TriviaOnce you start the vault timer in stealth, the civilians that spawn have a routine which involves entering the bank, standing there for a while, then leaving and going stationary in one of a number of spots. That that last part uses "run" and "cower" animations is a purely cosmetic detail, they aren't actually uncool. Not really map logic, but a possibly useful fact: The escape van in loud, is located in the L-shaped building behind the bank's rear parking lot. Bain won't call the plane if you go loud after securing a bag. If the Gensec patrol car spawns, the guards in it will walk to the front door of the bank, then go onto the same patrol as the normal guards, as do the three cops that Captain Rogers sends. Despite what Hilary may say if you don't find the codes for the timelock check-in, no cops are dispatched, just the Gensec patrol car. As soon as a teller panics, an AiAttention element is activated in the teller area. This causes any cameras looking in that direction to freak out even if there's otherwise nothing visible to alert them. ---- [1] It appears that each objective is protected by a flag, and each time a player does anything to advance any objective, the flags are cleared for any preceding objectives, and set for the following objective. Then the map activates every objective with a flag set. Big Bank Timelock Countdown (Stealth)At player spawn time, the map picks three of 20, 40, 60, 80, 100, and 120 seconds. At the corresponding amounts of time remaining on the timelock, an event happens, 33% chance of the telephone call, and 66% chance of the elevator. ElevatorBain will immediately comment on the elevators moving. Ten seconds after the event starts, there is a 33% chance of a guard, and 66% of a civilian. The civilians will spawn from the elevator on whichever level doesn't have the timelocked door. The guard will spawn from the elevator on the same level as the door, and thereafter be one of the guards patrolling the front half of the bank. Telephone CallIn stealth, the telephone rings while waiting for the vault. When answered (you have 43s to answer after it becomes interactable, which is 2s after the waypoint appears) the map decides at that moment if Hillary is suspicious. Initially this is a 0% chance, but it rises by 4 for each civilian killed up to that moment. If she is, then 60s later the cops are sent. On Normal, 1 cop. On Hard or Very Hard, 1 cop if solo, 2 cops if not. On Overkill or above, 2 cops if solo, 3 cops otherwise. If you don't answer the phone, there is a 100% chance the alarm goes off. TriviaWhile everyone is in the vault area, the normal cop spawnpoints on the street are disabled, and a set in the management corridor, as well as a set under the balcony in front of the upper timelock door, are enabled instead. Which set of cop spawns in the room with the vault door you get, and hence which of the inaccessible upper walkways you get, depends on where the vault door is. The Diamond: Tile puzzle First up: You cannot jump over still-alarmed tiles: they sense a heister anywhere in a considerable volume above the tile. The logic by which the path is selected is hard to describe without diagrams, so here's one. Figure 5: Tile puzzle topology

Row A is closest to the door. When the control box is hacked, it selects a random tile on row A and follows random arrows until it gets to row I. However, it's not completely random: Each time a horizontal arrow is followed from tile X to tile Y, the arrow from Y to X is disabled, along with the corresponding arrow on the next row. This ensures one never sees a 2x2 square of safe tiles, and limits the length of the path. For example, if the path so far is A3 B3 B4, the arrow from B4 to B3, and the arrow from C4 to C3, will both be disabled. Arrows cannot be re-enabled without restarting the heist, giving the interesting consequence that the chances of a perfectly straight path increase with each attempt but can never reach 100%. Branch Bank This is Firestarter day 3 and all the Bank Heists. Same map, different flags. EscapesIf the escape happens, there's equal chance of Street, Cafe Daytime, and Park Daytime. The odds of an escape are initially 5%. On civilian death, add 5. If you got here by selecting the heists "Bank Heist: Gold" or "Bank Heist: Cash", add 10. If you bought the expert driver, no escape. Deposit BoxesThere are five loot lists hardcoded into the deposit boxes. One contains nothing. One contains the OVERKILL Hockey Poster. One has a 20% chance of gold and an 80% chance of money. The other two contain nothing, junk, and instant cash: ItemList r1d0List r1d1Photos 15.64.2Birth certificate5.64.2Photos 25.64.2Medals11.18.3History book5.64.2Small gold bar11.116.7Rare coins11.112.5Ring11.112.5Pile of jewellery11.112.5Rolls of cash11.116.7Nothing11.14.2 The frequencies are given in percentages to one decimal place, and so don't sum perfectly. Any time the history book is selected, there's a 3% chance it's the Old Documents instead. Exactly what spawns is selected at the moment the box is successfully sawn or picked. The choice of loot list is a little more complex. On startup, if it's Bank Heist: Deposit, or Random and a 25% chance, deposit = 1; On firestarter day 3, one of the boxes will be selected at random to contain the Hockey Poster, 6s after the randomisation logic as a whole is started. White House Your own worthiness is detected when the lua state is reinitialised (during the black loading screens). At this time, worthy clients send a message to the host announcing their worthiness. At some point during handling of a join or leave, the host checks if not only is itself worthy but all connected clients are worthy, and if so signals the map to make the secret route available. Neither the map nor the worthiness check cares if you're in stealth. Crime Sprees Not map logic, but interesting nonetheless. The main influence a crime spree has on map logic is that said logic perceives the spree as Overkill difficulty regardless of modifiers. Two levels are calculated: the Crime Spree Level and the Reward Level. The first is the one you see. The second is the one that influences your rewards. Both start at 0. You also have a winning streak, reset when you start a crime spree. It effectively starts at 1. Crime Spree LevelThis starts at 0. For each completed mission, the base increment is the number shown. If your level is lower than the host's, you gain bonus levels equal to 3.5% of the difference, rounded down. If your level is higher than the host's, your increment is reduced by the difference. Reward LevelThis also starts at 0. The base increase in reward level is the actual increase in crime spree level. The next paragraph only applies when your crime spree is a lower level than the host's: The winning streak increments by 0.5% of the amount your crime spree increased. If it's somehow still below 1, add 1. The reward increase is multiplied by this number and rounded down. Rewards per reward levelEXP: 20k Money: 400k Continental coins: 0.4 Loot cards: 0.2 Cosmetic items: 0.007 The actual amount you get is rounded down. Trivia Things too minor to have their own sections. No MercyThe elevator power boxes don't have SpecialObjectives, so the cops will ignore them and guarding them is useless. Instead, they get spontaneously flipped now and then. Highland MortuaryThe spawnpoints in the back room aren't activated until a cop enters the building from the front (on foot, the cop car doesn't count). The same trigger disables the achievement for keeping them out. Internal trivia This section is probably only interesting if you're making new heists or picking apart existing ones. Instance levels/shared/objectiveInputs: trigger_objective, complete_objective, bypass_objective, restart_objective Outputs: objective_completed, next_objective, objective_started Parameters: ParameterTypeDefaultvar_objectiveObjective IDheist_objective_not_setvar_amountnumber1 Implements logic for a single objective: On initialisation, set the counter to var_amount. When trigger_objective is fired, fire next_objective if we're done, otherwise call an Objective with state=complete_and_activate, and an objective id and amount corresponding to the parameters. If bypass_objective is fired, we're now done If restart_objective is fired, set the counter to 1 and we're not done any more. If complete_objective is fired, decrement the counter and call an Objective with state=complete and an objective ID corresponding to var_objective. Whenever the counter reaches 0, we're done, and if trigger_objective has ever been fired, fire objective_completed. ElementCarryFire this from an AreaTrigger set to detect loot. secure: Secures the bag but doesn't delete the model. secure_silent: Secures the bag but doesn't delete the model. The HUD notification and sound will not occur. remove: Deletes the bag. freeze: Freezes the bag in midair, leaving it interactable poof: Cloaker money/cocaine/gold explodes. Everything else is totally ignored.

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