The action starts at 2:20. Thanks, zmoonchild. :)
It is useful as backup if you have to save to advance time or get full health. It also allows saving before Up, Up and Away and re-loading on failure.
To see why, try whatever method you come up with. ^^
OBS logs everything it tries and fails. You should read and or post the log.
https://obsproject.com/forum/threads/problem-make-sure-to-post-a-log-and-or-crash-dump-howto.97/
Simply put, don't get into more vehicles than the other runners do and get out/back into your heli after Death Row.
The game only stores your last two vehicles into "Interesting Vehicles" slots (that's how R¤ calls them). Being "interesting" prevents them from being despawned. Getting into new vehicles can replace your heli. Also, there is some bullshit in Death Row. I am too tired to understand all of that, so all I say is that people get out/back in after passing the mission. Details.
Use holding calls to make your life easier. Here's a decently made tutorial I made now. Video description: [quote] How to hold calls? Use this video tutorial by tduva. It is for SA, for VC, replace "Alt. Fire" with "radio button". That's R by default, you use it to buy Cherry Poppers while inside the Infernus. Just use the one-button-method. ;) [/quote] Don't be confused by the fact that the phone stops ringing or that the "use x to take the call" text box might disappear when onmission is set to 0. All is fine.
If you still get the call before getting onto your bike then:
- hold the call
- drive back to the Print Works (you cannot warp while the phone rings)
- take the call (stop holding it) after the camera changes after getting into the Print Works marker
- cancel it by getting onto your bike. Unfortunately, you cannot avoid cancelling the call when getting onto your bike now, so be fast. ^^ If you are too slow, go back to step 1. If you are fast enough, you can do the method I described in the tutorial.
E: It was due to a bug in an old autosplitter that simulated button pressed (split button presses). It does not affect tduva's LiveSplit autosplitter. . . . .
Reset and Tirean said that holding calls during mission pass was unreliable. Give me videos so I can troubleshoot, please. I need an input display and your relevant bindings (action/2nd fire) and your version. Ideally, you also unzip this and drag and drop cheat_table.CT onto CheatEnginePortable.exe and record that window as well.
Then I know what you pressed and when and which buttons the game registered or did not.
Thank you.
Edit: Microphones are no substitute for the displays since you cannot say "now I slipped off the button for one frame without noticing" (as has happened to me a few times) or "now I pressed a million buttons and my caps lock was eaten".
Edit2: In Cheat Engine, go to the Menu: Edit-> Settings and change all the intervals to 20. They are at the bottom of the window that opens up. Both update intervals seem to be essential.
You do not have Robocopy installed, so there is no "robocopy" command. Robocopy is pre-installed on every Windows version from Vista through Windows 10. Download: http://www.windows-commandline.com/download-robocopy/ There might be other problems using the converter on XP.
If you have Vista or higher, it is interesting that Robocopy is not installed since according to what I read it should be.
Congrats Powdinet! Now please don't find hit-or-miss dupes. BibleThump
Dying during a call (while they are talking, not during the ringing) might fail the mission as well. In SA it works . Does anyone feel like testing? Tbh, I have not checked the run if the rampage replay requirement is a problem in its route but this should be useful knowledge in general, anyways.
The Madd Dogg thing was wrong, I think. In my two recent attempts traffic stopped spawning after it again, maybe with a delay. Madd Dogg doubles maximum vehicle density and vehicle density works by limiting the max number of vehicles spawned at the same time, afaik.
The heli strat is likely to be too slow but I will give you the video on the weekend.
Black Project does not use set_max_wanted_level as Outrider does so it probably does not work no matter what you do, probably. I do not know how it keeps your wanted level at 0 because I did not feel like finding out. It does not seem to be ClearWantedLevel.
You can test, too. You can press S in the stats menu and then open stats.html to get your Repect rounded to two digits. Alternatively, this should give you four or more digits, a save editor: http://www.paulinternet.nl/?page=sa Just stand around in Groove Street while doing something else in real life. ^^
Bike School duping High Jack is quite a bit faster than wasted warping from Monster to SF and then using Blood Bowl.
The plan is to dupe Outrider using Blood Bowl which gives us 0¤ (until Verdant Meadows) and then fails one instance. You then carry the call through Outrider, ST, ICK and P69 to finally dupe TLF. I have verified holding it through P69 but have not found a nice timing method. You want to get the call between the last sniper shot and mission passed and you do that by holding the call while driving to t-bone and then cancelling it with the right timing. I hope that AK range and AK ammo during Outrider make it possible to blow up Ryder's boat with the AK while holding the in case you get the call too early (before you can aim your sniper Rifle at Ryder, that is). OTOH, if you mess up you can probably salvage it otherwise - no time to explain, got to go. :(
There are three times we could get rid of traffic using BB: after Photo Opp, before Outrider or after High Jack. Getting rid of it before Outrider means that you rely completely on a parked car (at assassination point, near og loc Burger Shot(this place you use to get your first car after leaving the train), maybe others, maybe at the side of some roads) for the long post-Snail Trail drive which means more variance in time due to RNG. You cannot use scripted cop spawns anymore due to the 0¤. It will have to be timed to decide if you want to get rid of traffic sooner or later.
Thanks. I am looking into this at this moment. Mashing Alt and LMB is more consistent than using the mouse wheel. Maybe I roll it too fast when it matters (the few frames I want to skip the cs) - it is not intuitive to roll slowly to skip quickly but rolling too quickly looks like holding it to the game. But still it is by far not perfect - might be fixable with practice but I know that it can still softlock if I skip it the 2nd or 3rd frame (forgot).
toreno1 and desert - the Monster and mission starter threads are identical. But they are also identical between my modded and my running version (the latter being v2) and I sometimes get "Monster was destroyed" text in v2 but never in v1, iirc.
A few minutes later.... Anyways, thanks for helping but I am giving up for now. Double bs for a glitch that might be obsolete...
High Jack with the bridge I showed above is fine, maybe you are forced to use analog or mouse wheel controls to make the extremely minor adjustments, though. I can see people falling into the water because they insist on A/D.... Or maybe they are just that good at tapping those for milliseconds.
Edit: For Blood Bowl, you could use gaining control earlier to blow yourself up quicker and very consistently with the guys standing next to you. But then you receive the call right afterwards and have to it and wait for another one.
The alternative is to hold the call: when pause buffering, as soon as it rings, release Esc, if it is paused unpause and then hold shift. As soon as you are on fire or a bit earlier, release shift. The recall timer is now reset and if you timed it right, it will reach 10000 or so when you respawn outside.
Intensive Care despawns the heli the moment it passes, so to keep it, we would have to use the air strip hangar... I guess we will just use it until Don Peyote then.
Another edit: I just confirmed that you can use catalina troll calls for Blood Bowl setup dupes by holding the call from the moment it starts.
Nice cutscene skipping, Reset. ^^ It only had one frame to live. BibleThump Thanks for helping, unfortunately, no revelations here. :( I now use two mouse wheels, so the start got a bit more consistent. At the end I still get the sudden pass and one instance getting stuck like last time - I cannot replicate your interruption of the tutorial guy at the very start. Maybe I could if I were more motivated. But since I am way off the consistency required for it to make sense to use it ...
Edit: Mew, having your scm would be useful, anyways. Tbh, I am not sure what version this is - it is probably v1.0... The downgrader is called "Micronensoft Downgrade Patch" or something along those lines.
Edit: Reading the last two posts. I'll just double-post. :P
Despite those times being precise, they are freaking guesses. What this means is that proper timing would be nice. Edit: the original said "despite those times being accurate, they are freaking guesses" - I am a GTA genius! Kappa
Duping Monster vs. Duping High Jack and Verdant Meadows
Duping High Jack and Verdant Meadows 1:15: Last Flight to Monster using heli [ Monster ] 4:00 after Monster: wasted warp -> take Toreno call, buy Zero, drive Ambulance to Blood Bowl and boat, then to High Jack 5:30: High Jack 3:15: using NRG from garage, then boat: High Jack -> Blood Bowl -> Verdant Meadows _ 14:00
Duping Monster 3:00: after Last Flight: using heli, detour to [ first take Toreno call and then ] get Zero property for duping call 0:30: Monster duping stuff 1:00: take both calls in the desert 6:00: Interdiction with crappy vehicles (5:00 with NRG) -0:15: faster (than Toreno's Washington) drive to Verdant Meadows 3:30: N.O.E. -0:15: faster Stowaway _ 13:30
On the other hand, maybe All-Proof Heli LV/desert Hype. ^^ If we park the All-Proof heli that duped Toreno's Last Flight gives us for free inside the Doherty garage (it comes in handy that it cannot be broken since it is all-proof - but it is still hard). We then take it after High Jack and park it in the air strip hangar. Unfortunately, we have to waste time to keep it after Intensive Care (by taking a detour during Meat Business to drive to it) and during The Meat Business (getting a throwaway vehicle at the end of the mission from a parking space, driving the last meters to the casino and after the mission, running to the heli). On the other hand it saves time for the various detours to outside save points to get calls, the first part of LV where we want to use a heli anyways. It also means that we do not have to worry about surprise road blocks.
Are you sure it makes a difference? My description in the previous post is simplified. When you start Monster during Monster, the original Monster is cancelled, you get two new Monster instances, the first one starts at the very beginning, the second one starts somewhere in the middle. The second one immediately fails (car "wrecked"), the first one keeps running.
"Somewhere in the middle" is the wait command that the original Monster was at the moment you start Monster again. That wait command should be the same no matter if you ever went into the truck. Check the scm, the waits are for things to load, fadings and there is the one in the main loop which was the one always used when I checked the log. (offset 5xxx)
This is how I dupe Monster: Edit: fixed video:
I do nothing special during the first instance, when starting it the second time, I rapidly skip the cutscene by slowly rolling the mouse wheel. Most of the time it is still not fast enough and it softlocks (I get the tutorial and intro cutscene at the same time). I read the log: When you start it the second time, you fail one instance due to the car being "wrecked" and the other one keeps running. Shortly after, Monster is restarted (since you still stand inside the marker and om=0 from the failing instance). If you skip the cutscene fast enough, the still running instance triggers a fade and that fade delays the starting of Monster (not the yellow Monster text, though, but that does not matter).It does not seem to matter if I skip the tutorial cutscene. This time I did not in order to test if it matters.
So, did you see anything unusual or wrong and can help?
Finally, the question is also if this dupe is much faster than duping High Jack. HJ is very long with the detour and also takes long to dupe (I use a wasted warp to get closer, but it still takes 3:45 start-> finish). I am worried that someone finds some insane and risky way to use a different bridge, so I hope you are right and this is consistent if done right.
Have you tested if both instances pass? For me, one gets stuck. This is what it keeps executing:
00012821&0: [00D6] IF 0 00012825&0: [0039] l228(0) == 0 // TRUE 00012832&1: [004D] GOTO_IF_FALSE -13642 00012839&1: [00D6] IF 0 00012843&0: [8039] NOT l224(0) == 0 // FALSE 00012850&0: [004D] GOTO_IF_FALSE -13117 00013117&0: [00D6] IF 0 00013121&0: [0039] l229(1) == 0 // FALSE 00013128&0: [004D] GOTO_IF_FALSE -13635 00013635&0: [0002] GOTO -12817 00012817&0: [0001] WAIT 0
l224 is set to 0 and l229 is set to 1 by one instance and the other one gets stuck in this loop because of this.
I duped by teleporting into the marker while the guys explains to me how the Monster works at the start. I could not get your method consistent, it would keep softlocking. I will elaborate on my testing results after your response if you could pass both. The short version is that I have to skip the cutscene very fast the second time I start Monster, else I get both the first and the "Monster Tutorial cutscene" at the same time and cannot do anything (not skip, not move).
full log: https://www.dropbox.com/s/xa6bnigmf2krak5/monster_stuck.zip?dl=0 (1 MB / 16 MB uncompressed)
Wow, good job!! Kreygasm I hope this is not Explosive Situation 2. Please don't expect us to mind read next time. :P