Beat the Cock (Palomino Creek) in 9:51.
The call used to gain movement early should be cancelled only after the number "2" appears on screen. Also, I start running forward only between a line of runners only after "1" shows on screen because if I run too soon there is a invisible checkpoint at the start of the race that will be lost.
With the help of Explosive Situation dupe, many vehicles can be marked:
A Squalo for the swimming part
A Dumper to stop the Squalo (I messed up with the transition and lost about 3 seconds, I should enly press exit vehicle key when the boat is stopped)
Parked vehicles to make the fence unsolid
NRG500 and a proofed Admiral for the running part
17 FPS was used for the swimming part and 60 for the remaining parts.
2 Health pickups, that can be created during Robbing Uncle Sam, were used at Panopticon to help a bit with the route and 2 Camera pickups, that can be created during Architectural Espionage, were used at The Big Ear for the same purpose.
I started the mission at 11 seconds and 5 frames and finished at 10 minutes, 10 seconds and 10 frames, so it took 9 minutes 59 seconds and 5 frames.
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How to create savable health, armor and weapons pick-ups.
During Robbing Uncle Sam, when a crate is destroyed it may create the 6 different random pick-ups. Below are the results you can expect after destroying a crate:
1 - Health
2 - Armor
3 - 9mm pistol
4 - Tec9
5 - Grenade
6 - Shotgun (I didnt get any on this video but I got in the higher sample save I did later)
7 - Nothing (when unlucky).
All those pick-ups are 1 time only. Meaning that if you use one of them they are removed from your save.
Up to 10 crates can be destroyed before the mission is failed, so if you are lucky you may be able to create 10 pick-ups per each Robbing Uncle Sam dupe. Multiple dupes can be done to generate more pick-ups.
You can create the pick-ups wherever you are able to transport the crates. Take them to the place where you want to create the pick-ups and destroy them there. Be careful as people attacking you or the traffic may end up destroying them.
To avoid the game from getting rid of the pick-ups you must dupe the mission before failing. The pick-ups are kept after saving and loading a game but they can only be used once, after that they are gone forever.
I like transporting the crates before opening the door of the warehouse so there are no soldiers attacking Ryder. Before duping the mission I do open the door to avoid a permanent red blip.
Gang wars can also create health and armor pick-ups but unlike the ones created here they are not kept after loading a savefile.
To have a higher sample size I did 5 Robbing Uncle Sams dupes to break a total of 50 crates. The thumbnail of the video is the result of the sample of 50 crates destroyed. If anyone wants this savefile I will share a link below:
https://drive.google.com/file/d/1A7osHYruzL--peiyEkG33SFPlES4Xf7q/view?usp=share_link
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Los Santos Courier in 8:17.
The controls are a lot smoothier with higher FPS but accelerating requires to tap acceleration key much faster while on a BMX, so I had a better time with 25 FPS.
- Customs Fast Track mission can give superhandling to a BMX
- Explosive situation can mark vehicles like the Packer (2 Packers were used)
- Triple Bloodbowl or suicide inside mod garage to remove traffic glitch
- LS Transfender menu for the teleport to the mod garage
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How to get Transfender Menu from Mountain Cloud Boys.
I did the failed mission attempt as the purpose of the video was to show the fastest method (it can also be done while passing the mission).
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High Noon in 22 seconds.
Although Pulaski is immune to bullets, fire and explosions at the very start of the mission, he still can be killed by running over him with a vehicle.
Since I used the duped GF trick to mark my vehicle, I was limited on the use of OM0 I could use, so I didnt have a call to skip some of the dialogue at the end of the mission.
This could be used if the Explosive Situation trick to mark vehicles is used instead, but the setup would be much longer (if using an unmodded save) as there are a few missions that need to be completed to get from Explosive Situation to High Noon.
Also, I didnt use a replay after killing Pulasking to skip the fade preceding the ending cutscene.
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Las Venturas Courier in 5:56.
- Customs Fast Track mission can give superhandling to a Faggio
- Explosive situation can mark vehicles like the Packer (a total of 9 Packers were used)
- Triple Bloodbowl or suicide inside mod garage to remove glitch
A total of 9 marked vehicles is already a high amount but still stable. The more you mark the more likely it is to get random crashes. Instead of 9 vehicles, it is possible to only mark 8 and leave a normal unmarked Packer which will last for 3 minutes.
If avoiding triple Bloodbowl (if you are worried about it messing it the stability of many marked vehicles) to get rid of traffic, using the mod garage suicide method, there are a few details. The hassle is that this glitch to get rid of traffic is undone every time a mission is failed, so each attempt of Courier would require to redo this glitch and a superhandling Faggio would need to be marked with the Esplosive Situation dupe so it will not despawn with the death inside the mod garage because otherwise doing the superhandling conversion by failing Customs Fast Track would remove the no traffic glitch.
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SF Courier in 6:06.
It is better to do this after Deconstruction mission so there are no portables as obstacles during this run.
- Mod garage menu can be used for a teleport to SF Transfender
- Customs Fast Track mission can give superhandling to a Freeway
- Explosive situation can mark vehicles like the Packer
Instead of parking a vehicle at Garcia park to make the funce unsolid, I instead used the Packer, as it only seemed to make the fence unsolid 50% of the time.
A RC Baron to make fences and lamposts unsolid would help but setup is a bit more annoying and bit more unstable to maintain and is not ideal if the runner needs to make many attempts to get a better time.
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N.O.E. in 3:06 (+unsolid world savefile).
By using the marking vehicle exploit from Explosive Situation you can keep them parked at the desert airstrip so they can be used as an obstacle to stop the plane.
As long as you don`t touch them they will not fall through the floor while you are in the rough draft world (the unsolid world that allows you to go through almost everything).
I believe the time taken was 3:06 + 15 frames (3:06.5)
If anyone can figure out a way of starting this mission and not taking or cancelling the call and is able to hold it through the entier mission, it can be used to skip the dialogue at the end to save a bit of time. Also, I think that if timed correctly you may be able to exit the plane just a bit after parking it as an alternative way to skip the dialogue.
If anyone also wants to try, here is this save used for this video:
https://drive.google.com/file/d/1lytJnnN7ylXhbsDq2EEXf_JuUXKEvJyK/view?usp=share_link
This save allows you to skip this very long setup:
https://www.youtube.com/watch?v=c3RXR4Io8XI
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NRG-500 Challenge in 30 seconds.
By duping Explosive Situation you can mark a vehicle so you dont need to worry about vehicles depsawning. This is why I had 2 Packers available:
https://www.youtube.com/watch?v=ArwVmZFEwFg&t=1s
Also used the superhandling trick available during Customs Fast Track to make the NRG-500 even better:
https://www.youtube.com/watch?v=lOr8HblJmBY
Credtis to Patrick for discovering both exploits!
The in game time was 30 seconds but the real world time for this mission was 31.8 seconds (31 seconds and 24 out of 30 frames).
There is not doubt that with frame limiter off and similar exploit UnlastingSky would beat this time with ease:
https://www.youtube.com/watch?v=hmucMsOahaw
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