Mission 6: Writer's Block (level3)¶
The story's mission 6, reached from the hub. The web sources found name this mission but give no objective, so its summary is still to be written from the script.
This summary is paraphrased from web sources until our own walkthrough of the mission replaces it. Sources:
| Status | 🚧 In Progress |
| Level | level3 (story mission 6) |
| Checkpoints | 0 of 5 built, 0 approved |
Checkpoints¶
| # | Status | Note |
|---|---|---|
| 1 | 🚧 In Progress | Plays to checkpoint 2 driven by the pad: the walk past the Moonrunners and Panzers to the showdown's marker. |
| 2 | 🚧 In Progress | Plays to checkpoint 3 driven by the pad: Poizo's pan, then the Warriors' five-piece burner tagged at the wall (five stick games) wins the showdown. The rival painters run GoalTag; they tag only once the tactics stop flushing a member's goals at their start (re-human dc040b31). |
| 3 | 🚧 In Progress | No script error; waits on the car message handler and object indices (being built for level34). |
| 4 | 🚧 In Progress | Plays to its end driven by an adaptive pad (the [playthrough] disc test's RouteDriver, through the game session): the AI walks Snow to the rail's start box, then the stick, L2 and triangle sprint, climb and jump him across the roofs leg by leg (10 climbs, 6 sprint jumps), charge (L2 and cross) through the row of fence barriers at x 85.2 that closes the roof, up the steel stairs beside the unclimbable wall on the z 10.3 roof, and over the last gap to the gallery box, which hands over to checkpoint 5. The Warriors run ahead as friendly devil runners and, their commands off, never turn back, so the driver sprints (Snow is tireless) to stay ahead of the Hi-Hat pursuers, into the climbs too (a running climb), charges again when a charge leaves the barrier standing, and plays the chase for each AI seed 0-7; the test checks that the commands stay off. The same course driven on the original (PCSX2, coney-tools trace mission) reached checkpoint 5 in 3,099 updates; the hints' order is not compared yet. |
| 5 | 🚧 In Progress | Runs headless with no script error and every binding it calls; not yet checked to its end. |
What it needs¶
Its scripts can call 259 script bindings. 22 of them are new, which no earlier level of the story calls: 22 are implemented in Coney and 22 are traced. The full list is on the coverage page.
| Family | New bindings | In Coney |
|---|---|---|
| Characters | 7 | 7 |
| AI | 4 | 4 |
| Gangs | 2 | 2 |
| Cameras | 2 | 2 |
| World and objects | 1 | 1 |
| HUD and menus | 3 | 3 |
| Sound and music | 2 | 2 |
| Configuration (Cfg) | 1 | 1 |
Research:
- Story order and what loads each level
- The mission's script and the rooftop chase
- Rail cameras
- AI: GoalDevilRun
Run it in Coney¶
With your own disc (Playing a level); --checkpoint picks where it starts, 1 to
5:
Its disc test (needs CONEY_DISC; Building):