SCP-106 crashes the game in Containment Chamber
Posted: Wed Oct 26, 2016 5:12 pm
Well, it's logical that this happens when you think about it, but this should still be fixed because it crashes the game...
SCP-106 spawns in the Heavy Containment Zone, close enough to it's Containment Chamber for me to run directly in it.
Then I trigger everything I need in order to recontain SCP-106 (Electromagnetic System Off, Audio Transmission On, and Femur Breaker)
I check the S-NAV Ultimate to see if SCP-106 is getting too close, and at the exact time it should be spawning before the bait D-class in the cube, the game simply crashes with the usual "Windows is trying to solve your problem", which never works ^^'
I think having SCP-106 chasing us and having it spawn in it's Containment Chamber at the same time creates a paradox and crashes the game, maybe the event of it spawning in it's chamber should have priority, but then if 106 really is in front of you and teleports in it's room...
Maybe the lower level of the Containment Chamber (where the monitors are) should be forbidden to 106 to prevent a new glitch...
SCP-106 spawns in the Heavy Containment Zone, close enough to it's Containment Chamber for me to run directly in it.
Then I trigger everything I need in order to recontain SCP-106 (Electromagnetic System Off, Audio Transmission On, and Femur Breaker)
I check the S-NAV Ultimate to see if SCP-106 is getting too close, and at the exact time it should be spawning before the bait D-class in the cube, the game simply crashes with the usual "Windows is trying to solve your problem", which never works ^^'
I think having SCP-106 chasing us and having it spawn in it's Containment Chamber at the same time creates a paradox and crashes the game, maybe the event of it spawning in it's chamber should have priority, but then if 106 really is in front of you and teleports in it's room...
Maybe the lower level of the Containment Chamber (where the monitors are) should be forbidden to 106 to prevent a new glitch...