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  3. [ZM][RELEASE] Black Ops: Zombies Main Quest EE Patches (Game_Mod/Plutonium Version)

[ZM][RELEASE] Black Ops: Zombies Main Quest EE Patches (Game_Mod/Plutonium Version)

Scheduled Pinned Locked Moved BO1 Modding Releases & Resources
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  • ReubenUKGBundefined Offline
    ReubenUKGBundefined Offline
    ReubenUKGB
    wrote on last edited by
    #6
    This post is deleted!
    LynnySammyundefined 1 Reply Last reply
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    • ReubenUKGBundefined ReubenUKGB

      This post is deleted!

      LynnySammyundefined Offline
      LynnySammyundefined Offline
      LynnySammy
      wrote on last edited by
      #7

      ReubenUKGB you're the goat, great work!!!1

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      • bhfffundefined bhfff referenced this topic on
      • ReubenUKGBundefined Offline
        ReubenUKGBundefined Offline
        ReubenUKGB
        wrote on last edited by ReubenUKGB
        #8
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        • Esueundefined Offline
          Esueundefined Offline
          Esue
          wrote on last edited by
          #9

          what happens when the game starts in coop but all players abandon, the i'd be the rules of solo again? (talking about the ascension easter egg, the LUNA step)

          ReubenUKGBundefined 1 Reply Last reply
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          • Esueundefined Esue

            what happens when the game starts in coop but all players abandon, the i'd be the rules of solo again? (talking about the ascension easter egg, the LUNA step)

            ReubenUKGBundefined Offline
            ReubenUKGBundefined Offline
            ReubenUKGB
            wrote on last edited by ReubenUKGB
            #10

            Esue I'd have to look into that. Some steps have a time limit, so if a player disconnects and you fail the step it's entirely possible that you'd be able to complete the step when you reattempt it since you'd be retriggering the function that the player count check resides in.

            As for the LUNA step, there was a bug in coop a few versions ago where the letters wouldn't spawn properly. I added a check a while ago that should prevent that.

            There's also some steps that are dependent on functions that only trigger once per match (like the LUNA letters spawning in), I'd have to add a loop to continuously check the player count so you wouldn't have to restart if someone disconnected.

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            • vinverify01undefined Offline
              vinverify01undefined Offline
              vinverify01
              wrote on last edited by
              #11

              Great work

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              • ReubenUKGBundefined Offline
                ReubenUKGBundefined Offline
                ReubenUKGB
                wrote on last edited by ReubenUKGB
                #12
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                • MistaMopundefined Offline
                  MistaMopundefined Offline
                  MistaMop
                  wrote on last edited by
                  #13

                  Did games of CoTD and Shangri-La with a group and completed their easter eggs, but now we can't complete the easter egg on Moon. We got up to the segment about charging the Vril Device, we have the plates and the wire, but no matter how many times or who interacts with it, the device isn't placed into the machine and the computer can't be interacted with. Does player one (who should be Richtofen even though we all appear as Nikolai), need to have specifically been the one to grab the focusing stone on Shang or is the mod just broken.

                  Hadi77KSAundefined 1 Reply Last reply
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                  • MistaMopundefined MistaMop

                    Did games of CoTD and Shangri-La with a group and completed their easter eggs, but now we can't complete the easter egg on Moon. We got up to the segment about charging the Vril Device, we have the plates and the wire, but no matter how many times or who interacts with it, the device isn't placed into the machine and the computer can't be interacted with. Does player one (who should be Richtofen even though we all appear as Nikolai), need to have specifically been the one to grab the focusing stone on Shang or is the mod just broken.

                    Hadi77KSAundefined Offline
                    Hadi77KSAundefined Offline
                    Hadi77KSA
                    Contributor
                    wrote on last edited by
                    #14

                    MistaMop it’s a bug in the mod caused by this block of code. Open an issue on the GitHub page of the mod.

                    ReubenUKGBundefined 1 Reply Last reply
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                    • Hadi77KSAundefined Hadi77KSA

                      MistaMop it’s a bug in the mod caused by this block of code. Open an issue on the GitHub page of the mod.

                      ReubenUKGBundefined Offline
                      ReubenUKGBundefined Offline
                      ReubenUKGB
                      wrote last edited by ReubenUKGB
                      #15

                      MistaMop
                      Hadi77KSA
                      Thanks for highlighting this problem, I must've missed it the last time I did a patch, I believe this bug is caused by an unecessary for loop and entnum is unneeded when entity_num already exists (among other things), I'll test it out and do a patch soon. I'd ideally want to refactor the entirety of all the GSC in the mod as I dislike working with Treyarch scripts in T5 because it's spaghetti code, however there's a lot of nonsensical logic that breaks when doing so like how the super EE is tracked.

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                      • karendaddyundefined Offline
                        karendaddyundefined Offline
                        karendaddy
                        wrote last edited by
                        #16

                        Great

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