Talk:SiN and SiN: Wages of Sin/Game Mechanics and Glitches

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General Movement

  • The manual says "You jump higher if you're moving up a slope." It's not clear whether this is a reference to ramp jumping or if it really is a feature of its own. If you jump, then hit a slope, that's called bumping and it does take you higher. Keep your eyes peeled in case there really is some other effect.

Boosts

Weapons

NPCs

Health, Armor, Damage

Drops table

Optimizations

Saving and loading

General

Using the console

I cannot get several cvars to work as they used to on my other computer. At least these ones:

sv_showbboxes; sv_drawtrace; gl_clear; (says this doesn't exist?) developer; (no extra output is shown) gl_showents

The sky is green not pink as I'm used to seeing it. What exactly is going on?

EDIT: Might have something to do with the main graphics settings: it only shows bboxes etc. if I've set the game on "default OpenGL".

Useful Aliases

Glitching/Experimental Stuff

Unsolved Mysteries

Level-specific (but not category-specific) notes:

  • intro
    • You can hurt (even destroy) the helicopter with your own Minigun. This should be useful in Segmented, but only if you plan on going for the "security screen skip". You have to consider the helicopter's script however, because if you shoot the 3 rocket pods (too soon), you will land on the roof, regardless of damage done to the helicopter. It seems that the helicopter will strafe from left to right twice, and then checks if enough damage has been sustained. I suggest taking the first two rocket pods out, and then leave the third one alive (while intercepting its missiles). Meanwhile, damage the helicopter enough to make sure the pilot will land on the ground. The cue for this is the pilot saying "We are going down!". And once the pilot says "Sir, controls aren't responding..." he's about to land: destroy or keep an eye on that last pod, because it can still destroy you at this point.
    • In SS, you probably just want to shoot the three rocket pods as quickly as you can, and then just wait for the helicopter to land on top of the building. (Because in SS, you will want to get the key in the next level, and this makes you spawn closer to it.)
  • bank
    • (Delete if redundant.) I successfully skipped the security screen trigger by dragging two Grunts to the arched entrance with me, then gained speed by jumping and getting shot in the back. Then I saved to skip the trigger.
    • If you're going for the security screen skip from the "front door" entry point, you should probably kill your buddies to make sure the Grunts stay alive and target you for damage-boosting.
  • abandon
    • For SS, I can not seem to get the dynamite sequence skip consistent. For Segmented, in my opinion the best way is to simply shoot the beams as you're running towards the hatch. However, the screen shake is unpredictable and excessive, and it makes this approach a gamble in SS. So is the best way to just go the intended way?
  • csite
    • When exiting the double-doors and entering the area that you're supposed to flood, you can turn left and just walk over the raised bit as proven by nobody_important's run, but after many dozens of attempts, I am still unable to jump up on the higher bit in that small corner. What am I doing wrong? Also, for Segmented, it might actually be faster to have the two Guerillas damage-boost you up. (Use the slanted surface to get height, then airstrafe into the pipe?)

Side notes

I'm trying to get the shortcut command parameters to do what I want: I just can't get it to happen consistently. In fact it only set the player and skipped the logon menu once and persistently failed ever after. Editing the autoexec might be more reliable?

  • Any ideas on what might be going wrong? If the parameters are in fact there when you start the shortcut, I can't think of any reason why it shouldn't just work. How does your shortcut look? Unfortunately, autoexec.cfg is not a "replacement" for shortcut parameters, see below.
  • Not every command or cvar will have the same effect, compared to putting them directly in the shortcut. For example menu_main does not seem to do anything at all, and if player is set, the game actually seems to load the config of the default user ("blade") before logging in as the chosen user (without loading that user's config!). This is why I prefer using both an autoexec file and the shortcut. It's also just quicker for me to edit the SiN shortcut on my desktop if I want to practise a specific map.
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