@Cozmaus said in [Release][ZM] Any Player Easter Egg Mods:
Did you include tranzit_any_player_ee-extra.gsc in zm_any_player.iwd because I don't see it in Alternative Mods With Extra Features + Other Maps.
No, I renamed it to tranzit_extra_richtofen_solo.gsc, which that script is provided separately in the section Alternative Mods With Extra Features + Other Maps.
For the super easter egg, I saw in other comments that it doesn't save once an easter egg is done. If I install the Complete Scripts Folder method, is it going to save my easter egg after each map even if I leave Plutonium because the mod is already in the game script (no need to load the mod)?. Or is it better to download "Individual Files" method for the super ee?
Easter Egg completions should save regardless of the installation method. Attempt with whichever you want, and if it doesn’t save, you can refer to the commands from this post.
Also Idk how to extract the scripts folder from the zm_any_player_ee.iwd file for this method (if I want patches or alternative mods)
Either rename the file to replace the extension to be .zip or open the file as an archive with something like 7zip.
Also, is this how you confirm on the radio of buried the super ee?: For example, I want to do die rise richtofen: 1. I go get the nav card in tranzit,then leave the game 2. I put it in Die Rise nav table, 3. I complete the ee, 4. If I go on buried, I should see 2 blue lights on the radio (2p) for Die Rise.
The Navcards are a separate requirement from each map’s Easter Egg. It doesn’t matter at what time you do them. They are represented by the lightbulbs that are on the top of the Easter Egg tracker box. See this image for an example:
[image: Iqzq47t.jpeg]
For my information, back in the original game, you could see in the map selection (earth globe), the map blinked blue or red once you complete Richtofen or Maxis ee. Is it like that in your script?
That feature still exists. My scripts don’t modify it.
Last thing, I want the nav table to be unbuild on Die Rise but set any_player_ee_highrise_nav "0" don't work for me. The table was build in my game. I put the script before clicking start game on Die Rise.
If you manually build a Nav Table in a match, the stat that tracks that table being built will increment. Upon starting a match, the game checks that stat from each player, and if all players have it incremented, the game will build the table automatically. What my script does is if any_player_ee_highrise_nav is set to "0", it will not increment the stat of each player that doesn’t already have the stat incremented. So, if you build the table or let the script increment the stat at any point, it will save to your profile that you have built the Nav Table and will not require you to build it again until that stat is reset. Setting any_player_ee_highrise_nav to zero doesn’t unbuild the table, it only prevents my script from incrementing the stat without the players needing to manually build the Nav Table. The list of commands from my second answer in this reply contains a command for modifying that stat which can unbuild the table.