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...
Re: SCP-106 crashes the game in Containment Chamber
#2I wonder what choices the developers are going to make when solving this issue though...
Because, see, they could well decide that, if you are being chased by 106 and happen to be near its containment chamber, and if you then initiate the recall protocol... 106 might choose not to go back to his containment chamber and ignore the lure subject's screaming because he already has his sights set on you!
So the lure subject might "go to waste" in this instance and you'd end up unable to recontain 106 entirely, just as if you had recontained him then deactivated the force field around his cell, letting him escape again.
Oh, the wicked possibilities!
Because, see, they could well decide that, if you are being chased by 106 and happen to be near its containment chamber, and if you then initiate the recall protocol... 106 might choose not to go back to his containment chamber and ignore the lure subject's screaming because he already has his sights set on you!

So the lure subject might "go to waste" in this instance and you'd end up unable to recontain 106 entirely, just as if you had recontained him then deactivated the force field around his cell, letting him escape again.
Oh, the wicked possibilities!
Re: SCP-106 crashes the game in Containment Chamber
#3Yeah that would be the logical (and most awesome in my opinion) option, but maybe cancelling the event of making 106 spawn in the Cube when he is chasing you should be considered an alternative event as well...
If they want to implement it even though it doesn't happen often that's cool, but I'm not sure since it only happened to me once if a thousand plays (not actually thousand, that would be crazy...)
If they want to implement it even though it doesn't happen often that's cool, but I'm not sure since it only happened to me once if a thousand plays (not actually thousand, that would be crazy...)