SCP-106 break out

Threads made on bugs from older game versions.
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The Radical Larry
MTF
Posts: 913
Joined: Thu Dec 27, 2012 9:54 pm
Location: In my Containment Cell *Sighs* Dammit

Re: SCP-106 break out

Postby The Radical Larry » Sun Mar 24, 2013 9:24 pm

Im too radical for cells
Don't call it a comeback, I never left
Youtube channel: https://www.youtube.com/channel/UCsE8eN ... DnN6kvweew

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CommanderMark
SCP:CB Developer
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Joined: Mon Nov 12, 2012 2:00 pm

Re: SCP-106 break out

Postby CommanderMark » Sun Mar 24, 2013 11:22 pm

Are you sure that you turned the magnets off, turned on sound, pressed the femur breaker, waited for the screen to go black, turned the sound back off and then put the magnets back on?
99% of my statements are my own opinion. I have no idea what the last percent is though.

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The Radical Larry
MTF
Posts: 913
Joined: Thu Dec 27, 2012 9:54 pm
Location: In my Containment Cell *Sighs* Dammit

Re: SCP-106 break out

Postby The Radical Larry » Mon Mar 25, 2013 1:42 am

CommanderPro100 wrote:Are you sure that you turned the magnets off, turned on sound, pressed the femur breaker, waited for the screen to go black, turned the sound back off and then put the magnets back on?

It also works the second "luresubject8" plays, not just went the screen go black, Its a little risky waiting that long
anyway, it might be a legit glitch
Don't call it a comeback, I never left
Youtube channel: https://www.youtube.com/channel/UCsE8eN ... DnN6kvweew

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MonocleBios
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Re: SCP-106 break out

Postby MonocleBios » Mon Mar 25, 2013 2:05 am

In reality, I forgot to delete the event handle when 106 escapes a failed containment, so you can turn the magnets on whenever you want provided you aren't dead already. The screen going black marks the end of the allotted time frame to contain him.

As for OP, can you reproduce your bug? If so, how is it accomplished?
M-x dingus-mode


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