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Disable the door / Kill the trigger zone / Enable the door. > To sum up the issue, when we don't go through the trigger zone, we : Enable the door / Disable the door / Kill the trigger zone. (Theoretically, if the door was clickable inside a 10 meters perimeter, we could afford not to kill the trigger zone and still be able to click the door.) Because if the 'startEnding' function doesn't kill the trigger zone, the player will first enable the door with the computer, and then disable it by walking toward it, because he won't have any choice but to pass through the trigger zone. As a result, he doesn't go inside the trigger zone and the function 'startEnding' isn't executed. When speedrunner clips through the wall with the shelf, most of the time he lands on the computer desk of the final room. Here is a visualization of the trigger zone : its second role is to kill itself and disappear after that But the speedrun route breaks this at some point.įirst, you need to know how the trigger zone behaves : In a second time, the function 'InteractComputer' executes the function we saw earlier, 'SetGameEntityMaxInteractDist' with the parameters 'infirmarydoor02' and '2' (you can interact with it inside a two meters perimeter, it's enabled). This function enables notes/calendar/metal door by using the function SetGameEntityActive with a 'true' parameter for each one of them (they are not triggered with SetGameEntityMaxInteractDist because they are not the same kind of models as infirmarydoor02, they can't be moved, dragged. When player clicks on the computer, it executes the function 'InteractComputer'. It means that player can interact with this door in a zero meter parameter (so he can't interact with it, door is disabled). That function executes another function, 'SetGameEntityMaxInteractDist', with two parameters, 'infirmarydoor02' and '0'. When Player passes through infirmarydoor02, he enters a trigger zone called 'ending' which executes a function, 'startEnding'. When Player passes through infirmarydoor02 to go in last room, it closes by itself behind player. 3 dialogues/cutscenes then infirmarydoor02 is opened. Map is loaded, infirmarydoor02 is closed by default. Here is what normally happens with that door, in a casual playthrough : This afternoon, I decided to look for informations in the script file of the last map of the game (level22_ending.hps). This mystery also fucked a 14:56 single segment run of mine, and I just couldn't play that game anymore until I could fix that door. But it just seemed strange to me for some reason, I knew it couldn't be random and it could be explained. We concluded by saying that it was random. We knew that the door could be clicked sometimes, but couldn't some other times. I spent many hours testing this and I didn't find anything. We can now consistently click on the computer at the end of the game, without breaking the door.
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