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[Release][ZM] Any Player Easter Egg Mods

Scheduled Pinned Locked Moved BO2 Modding Releases & Resources
easter eggssolocooptranzitdie riseburiedoriginsmotdmob of the dead
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  • gogetasj4 gogetasj4

    Hadi77KSA Thank you, so with the latest mod only the host has to have it downloaded?

    Hadi77KSA Offline
    Hadi77KSA Offline
    Hadi77KSA
    Contributor
    wrote on last edited by
    #198

    gogetasj4

    preferably, everyone should install it if the host didn’t follow an alternative installation method.

    1 Reply Last reply
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    • gogetasj4 Offline
      gogetasj4 Offline
      gogetasj4
      wrote on last edited by
      #199

      got it, thanks worked perfectly 🙂

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      • Hadi77KSA Hadi77KSA referenced this topic on
      • armytroop28 Offline
        armytroop28 Offline
        armytroop28
        wrote on last edited by
        #200

        My friend keeps getting kicked when we start. Both of us have the mod loaded.

        Hadi77KSA 1 Reply Last reply
        0
        • armytroop28 armytroop28

          My friend keeps getting kicked when we start. Both of us have the mod loaded.

          Hadi77KSA Offline
          Hadi77KSA Offline
          Hadi77KSA
          Contributor
          wrote on last edited by
          #201

          armytroop28 send the error your friend receives.

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          • knuckledragger Offline
            knuckledragger Offline
            knuckledragger
            wrote on last edited by
            #202

            Do you guys have any idea why my rank/perm perks/bank get reset when I load the mod? For context I'm using the save file from the bo2 zombies speed running page.

            Hadi77KSA 1 Reply Last reply
            0
            • knuckledragger knuckledragger

              Do you guys have any idea why my rank/perm perks/bank get reset when I load the mod? For context I'm using the save file from the bo2 zombies speed running page.

              Hadi77KSA Offline
              Hadi77KSA Offline
              Hadi77KSA
              Contributor
              wrote on last edited by
              #203

              knuckledragger the save files from speedrun.com only apply to the LAN mode profile and only when no mod from the mods menu is selected. If you didn’t start the game in LAN mode or if you loaded the mod from the mods menu, the regular stats won’t be in effect and instead you’ll get a stats file loaded that’s specific to the mod. You could consider following one of the alternative installation methods if you wish to apply the mod without selecting it from the mods menu. Additionally, the following comment of mine has some commands for setting certain stats which you might find useful: https://forum.plutonium.pw/topic/34450/bo2-victios-easter-egs-cheat/2

              knuckledragger 1 Reply Last reply
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              • Hadi77KSA Hadi77KSA

                knuckledragger the save files from speedrun.com only apply to the LAN mode profile and only when no mod from the mods menu is selected. If you didn’t start the game in LAN mode or if you loaded the mod from the mods menu, the regular stats won’t be in effect and instead you’ll get a stats file loaded that’s specific to the mod. You could consider following one of the alternative installation methods if you wish to apply the mod without selecting it from the mods menu. Additionally, the following comment of mine has some commands for setting certain stats which you might find useful: https://forum.plutonium.pw/topic/34450/bo2-victios-easter-egs-cheat/2

                knuckledragger Offline
                knuckledragger Offline
                knuckledragger
                wrote on last edited by knuckledragger
                #204

                Hadi77KSA That makes sense, thanks a ton. Greatly appreciate the list of commands as well! If you don't mind me asking with the TranZit Extra mod from "Alternative Mods With Extra Features + Other Maps" section do I just need to emp the portal before and after I jump in?

                Hadi77KSA 1 Reply Last reply
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                • knuckledragger knuckledragger

                  Hadi77KSA That makes sense, thanks a ton. Greatly appreciate the list of commands as well! If you don't mind me asking with the TranZit Extra mod from "Alternative Mods With Extra Features + Other Maps" section do I just need to emp the portal before and after I jump in?

                  Hadi77KSA Offline
                  Hadi77KSA Offline
                  Hadi77KSA
                  Contributor
                  wrote on last edited by
                  #205

                  knuckledragger regarding the TranZit Extra question, the answer is yes. The final step with the extra script completes once you disable 2 lamps within 5 seconds.

                  1 Reply Last reply
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                  • knuckledragger Offline
                    knuckledragger Offline
                    knuckledragger
                    wrote on last edited by
                    #206

                    makes sense so are the portal spawns rng or are you guaranteed another lamp if you put your first next to a lamp? Sorry for all the stupid questions lol.

                    Hadi77KSA 1 Reply Last reply
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                    • knuckledragger knuckledragger

                      makes sense so are the portal spawns rng or are you guaranteed another lamp if you put your first next to a lamp? Sorry for all the stupid questions lol.

                      Hadi77KSA Offline
                      Hadi77KSA Offline
                      Hadi77KSA
                      Contributor
                      wrote on last edited by
                      #207

                      knuckledragger using a teleporter from a lamp will take you to a different lamp.

                      knuckledragger 1 Reply Last reply
                      0
                      • Hadi77KSA Hadi77KSA

                        knuckledragger using a teleporter from a lamp will take you to a different lamp.

                        knuckledragger Offline
                        knuckledragger Offline
                        knuckledragger
                        wrote on last edited by
                        #208

                        Hadi77KSA Perfect, thanks again for everything!

                        1 Reply Last reply
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                        • knuckledragger Offline
                          knuckledragger Offline
                          knuckledragger
                          wrote on last edited by
                          #209

                          I was doing the Maxis Die Rise EE and for some reason on my ground symbols (second set) only one would light up and then when I stepped on the other nothing would happen (meaning the first wouldn't go out/the second would light up). After going all around the map none of the three other symbols had any effect on the first. Do you have any idea why this might be?

                          Hadi77KSA 1 Reply Last reply
                          0
                          • knuckledragger knuckledragger

                            I was doing the Maxis Die Rise EE and for some reason on my ground symbols (second set) only one would light up and then when I stepped on the other nothing would happen (meaning the first wouldn't go out/the second would light up). After going all around the map none of the three other symbols had any effect on the first. Do you have any idea why this might be?

                            Hadi77KSA Offline
                            Hadi77KSA Offline
                            Hadi77KSA
                            Contributor
                            wrote on last edited by
                            #210

                            knuckledragger if this was on solo, it’s intended behaviour of the mod. Read the Features section.

                            knuckledragger 1 Reply Last reply
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                            • Hadi77KSA Hadi77KSA

                              knuckledragger if this was on solo, it’s intended behaviour of the mod. Read the Features section.

                              knuckledragger Offline
                              knuckledragger Offline
                              knuckledragger
                              wrote on last edited by
                              #211

                              Hadi77KSA Yep my bad, thank you!

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                              • Ivobardolf Offline
                                Ivobardolf Offline
                                Ivobardolf
                                wrote on last edited by
                                #212

                                I was doing the Die Rise EE and found a lock that prevents you from completing the EE, I think it's a vanilla game bug, it's the step where you choose either:

                                Richtofen: having the balls sliquified.
                                Maxis: Picking up the balls.

                                The bug is that if you sliquified a ball, if you pick the other ball up you no longer can sliquifie it, and the sliquified ball can't be picked up, thus locking yourself out of the EE.

                                I have did this fix and it works, by changing the self endon( "sliquified" ) to a level endon, same for the notify, to make it that if you sliquified a ball the other can't be picked up and locking you into Richtofen path, and you already get locked into maxis path if you picked up a ball.

                                #include common_scripts\utility;
                                #include maps\mp\_utility;
                                #include maps\mp\zm_highrise_sq_atd;
                                #include maps\mp\zm_highrise_sq_pts;
                                #include maps\mp\zombies\_zm_equipment;
                                #include maps\mp\zombies\_zm_utility;
                                
                                main()
                                {
                                    replaceFunc( maps\mp\zm_highrise_sq_slb::lion_ball_enable_pickup, ::lion_ball_enable_pickup );
                                    replaceFunc( maps\mp\zm_highrise_sq_ssp::watch_model_sliquification, ::watch_model_sliquification );
                                }
                                
                                lion_ball_enable_pickup()
                                {
                                    level endon( "sq_sliquified" );//changed from self endon
                                
                                    while ( true )
                                    {
                                        self.can_pickup = 1;
                                        self.t_pickup = sq_slb_create_use_trigger( self.origin, 32, 70, &"ZM_HIGHRISE_SQ_PICKUP_BALL" );
                                
                                        while ( self.can_pickup )
                                        {
                                            self.t_pickup waittill( "trigger", player );
                                
                                            if ( !isdefined( player.zm_sq_has_ball ) )
                                            {
                                                player.zm_sq_has_ball = 1;
                                                player.which_ball = self;
                                                self.can_pickup = 0;
                                                self.player = player;
                                                flag_set( "sq_ball_picked_up" );
                                                level thread maps\mp\zm_highrise_sq_pts::pts_should_player_create_trigs( player );
                                                level notify( "zm_ball_picked_up", player );
                                            }
                                        }
                                
                                        self.t_pickup delete();
                                        self hide();
                                        self setcandamage( 0 );
                                        wait 1;
                                        self.t_putdown = sq_slb_create_use_trigger( self.origin, 16, 70, &"ZM_HIGHRISE_SQ_PUTDOWN_BALL" );
                                        self.player clientclaimtrigger( self.t_putdown );
                                        self.player.t_putdown_ball = self.t_putdown;
                                        self ball_pickup_waittill_change();
                                        play_spark = 0;
                                
                                        if ( !isdefined( self.t_putdown ) )
                                        {
                                            self waittill( "sq_pickup_reset" );
                                            play_spark = 1;
                                        }
                                        else
                                            self.t_putdown delete();
                                
                                        self.player notify( "zm_sq_ball_putdown" );
                                
                                        if ( play_spark )
                                        {
                                            self.sq_pickup_reset = undefined;
                                            playfx( level._effect["sidequest_flash"], self.origin );
                                        }
                                
                                        self show();
                                        self setcandamage( 1 );
                                        self.player.zm_sq_has_ball = undefined;
                                        self.player = undefined;
                                        wait 1;
                                    }
                                }
                                
                                watch_model_sliquification( n_end_limit, str_complete_flag )
                                {
                                    n_count = 0;
                                    self setcandamage( 1 );
                                
                                    while ( !flag( str_complete_flag ) )
                                    {
                                        self waittill( "damage", amount, attacker, direction, point, mod, tagname, modelname, partname, weaponname );
                                
                                        if ( issubstr( weaponname, "slipgun" ) && !flag( "sq_ball_picked_up" ) )
                                        {
                                            n_count++;
                                
                                            if ( n_count >= n_end_limit )
                                            {
                                /#
                                                iprintlnbold( "MODEL COMPLETE: " + str_complete_flag );
                                #/
                                                level notify( "sq_sliquified" );// changed from self notify
                                
                                                if ( isdefined( self.t_pickup ) )
                                                    self.t_pickup delete();
                                
                                                flag_set( str_complete_flag );
                                            }
                                            else if ( n_count == 1 )
                                                level notify( "ssp1_ball_first_sliquified" );
                                            else if ( n_count == 10 )
                                                level notify( "ssp1_ball_sliquified_2" );
                                        }
                                    }
                                }```
                                Hadi77KSA 1 Reply Last reply
                                0
                                • Ivobardolf Ivobardolf

                                  I was doing the Die Rise EE and found a lock that prevents you from completing the EE, I think it's a vanilla game bug, it's the step where you choose either:

                                  Richtofen: having the balls sliquified.
                                  Maxis: Picking up the balls.

                                  The bug is that if you sliquified a ball, if you pick the other ball up you no longer can sliquifie it, and the sliquified ball can't be picked up, thus locking yourself out of the EE.

                                  I have did this fix and it works, by changing the self endon( "sliquified" ) to a level endon, same for the notify, to make it that if you sliquified a ball the other can't be picked up and locking you into Richtofen path, and you already get locked into maxis path if you picked up a ball.

                                  #include common_scripts\utility;
                                  #include maps\mp\_utility;
                                  #include maps\mp\zm_highrise_sq_atd;
                                  #include maps\mp\zm_highrise_sq_pts;
                                  #include maps\mp\zombies\_zm_equipment;
                                  #include maps\mp\zombies\_zm_utility;
                                  
                                  main()
                                  {
                                      replaceFunc( maps\mp\zm_highrise_sq_slb::lion_ball_enable_pickup, ::lion_ball_enable_pickup );
                                      replaceFunc( maps\mp\zm_highrise_sq_ssp::watch_model_sliquification, ::watch_model_sliquification );
                                  }
                                  
                                  lion_ball_enable_pickup()
                                  {
                                      level endon( "sq_sliquified" );//changed from self endon
                                  
                                      while ( true )
                                      {
                                          self.can_pickup = 1;
                                          self.t_pickup = sq_slb_create_use_trigger( self.origin, 32, 70, &"ZM_HIGHRISE_SQ_PICKUP_BALL" );
                                  
                                          while ( self.can_pickup )
                                          {
                                              self.t_pickup waittill( "trigger", player );
                                  
                                              if ( !isdefined( player.zm_sq_has_ball ) )
                                              {
                                                  player.zm_sq_has_ball = 1;
                                                  player.which_ball = self;
                                                  self.can_pickup = 0;
                                                  self.player = player;
                                                  flag_set( "sq_ball_picked_up" );
                                                  level thread maps\mp\zm_highrise_sq_pts::pts_should_player_create_trigs( player );
                                                  level notify( "zm_ball_picked_up", player );
                                              }
                                          }
                                  
                                          self.t_pickup delete();
                                          self hide();
                                          self setcandamage( 0 );
                                          wait 1;
                                          self.t_putdown = sq_slb_create_use_trigger( self.origin, 16, 70, &"ZM_HIGHRISE_SQ_PUTDOWN_BALL" );
                                          self.player clientclaimtrigger( self.t_putdown );
                                          self.player.t_putdown_ball = self.t_putdown;
                                          self ball_pickup_waittill_change();
                                          play_spark = 0;
                                  
                                          if ( !isdefined( self.t_putdown ) )
                                          {
                                              self waittill( "sq_pickup_reset" );
                                              play_spark = 1;
                                          }
                                          else
                                              self.t_putdown delete();
                                  
                                          self.player notify( "zm_sq_ball_putdown" );
                                  
                                          if ( play_spark )
                                          {
                                              self.sq_pickup_reset = undefined;
                                              playfx( level._effect["sidequest_flash"], self.origin );
                                          }
                                  
                                          self show();
                                          self setcandamage( 1 );
                                          self.player.zm_sq_has_ball = undefined;
                                          self.player = undefined;
                                          wait 1;
                                      }
                                  }
                                  
                                  watch_model_sliquification( n_end_limit, str_complete_flag )
                                  {
                                      n_count = 0;
                                      self setcandamage( 1 );
                                  
                                      while ( !flag( str_complete_flag ) )
                                      {
                                          self waittill( "damage", amount, attacker, direction, point, mod, tagname, modelname, partname, weaponname );
                                  
                                          if ( issubstr( weaponname, "slipgun" ) && !flag( "sq_ball_picked_up" ) )
                                          {
                                              n_count++;
                                  
                                              if ( n_count >= n_end_limit )
                                              {
                                  /#
                                                  iprintlnbold( "MODEL COMPLETE: " + str_complete_flag );
                                  #/
                                                  level notify( "sq_sliquified" );// changed from self notify
                                  
                                                  if ( isdefined( self.t_pickup ) )
                                                      self.t_pickup delete();
                                  
                                                  flag_set( str_complete_flag );
                                              }
                                              else if ( n_count == 1 )
                                                  level notify( "ssp1_ball_first_sliquified" );
                                              else if ( n_count == 10 )
                                                  level notify( "ssp1_ball_sliquified_2" );
                                          }
                                      }
                                  }```
                                  Hadi77KSA Offline
                                  Hadi77KSA Offline
                                  Hadi77KSA
                                  Contributor
                                  wrote on last edited by Hadi77KSA
                                  #213

                                  Ivobardolf good find. It is indeed a vanilla game bug. Unfortunately, the scope of my mod isn’t to fix vanilla bugs. The scope is to make the Easter Eggs be possible with any number of players. On that note, I won’t implement the fix. Although, your fix might be of use to server hosts.

                                  One thing I’d note about your fix is that when one ball gets sliquified, the pick up prompt for the opposite ball would still show up although it would have no effect due to the modification you’ve made. This could potentially lead to confusion even if letting it be functional would softlock the Easter Egg. You could alternatively do this:

                                  preventDieRiseBallsSoftlock()
                                  {
                                      level endon( "sq_ball_picked_up" );
                                      common_scripts\utility::flag_wait_any( "sq_ball_picked_up", "ssp1_ball0_complete", "ssp1_ball1_complete" );
                                      a_balls = getentarray( "sq_sliquify_ball", "targetname" );
                                  
                                      for ( i = 0; i < a_balls.size; i++ )
                                      {
                                          if ( isdefined( a_balls[i].t_pickup ) )
                                          {
                                              a_balls[i].t_pickup delete();
                                          }
                                      }
                                  }
                                  1 Reply Last reply
                                  1
                                  • Ivobardolf Offline
                                    Ivobardolf Offline
                                    Ivobardolf
                                    wrote on last edited by Ivobardolf
                                    #214

                                    Hadi77KSA where should I put this function at? it doesn't work for me as it still shows the balls having the pickup trigger with and without the fix

                                    Hadi77KSA 1 Reply Last reply
                                    0
                                    • Ivobardolf Ivobardolf

                                      Hadi77KSA where should I put this function at? it doesn't work for me as it still shows the balls having the pickup trigger with and without the fix

                                      Hadi77KSA Offline
                                      Hadi77KSA Offline
                                      Hadi77KSA
                                      Contributor
                                      wrote on last edited by
                                      #215

                                      Ivobardolf apparently array_wait_any doesn’t work for whatever reason. Use the code from the edited message.

                                      1 Reply Last reply
                                      1
                                      • fluxation Offline
                                        fluxation Offline
                                        fluxation
                                        wrote on last edited by
                                        #216

                                        Should the scripts comes with the latest release download or are they downloaded separately?

                                        Hadi77KSA 1 Reply Last reply
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                                        • fluxation fluxation

                                          Should the scripts comes with the latest release download or are they downloaded separately?

                                          Hadi77KSA Offline
                                          Hadi77KSA Offline
                                          Hadi77KSA
                                          Contributor
                                          wrote on last edited by Hadi77KSA
                                          #217

                                          fluxation the main installation and complete scripts folder alternative installation will make the following scripts load automatically:

                                          • tranzit_maxis_any_player_ee.gsc
                                          • die_rise_any_player_ee.gsc
                                          • buried_any_player_ee.gsc
                                          • super_any_player_ee.gsc (integrated in the Buried script)
                                          • origins_any_player_ee.gsc

                                          For any other script (patches/extras/Mob of the Dead), you'd have to follow additional steps, which those would be exactly or close to the individual files alternative installation instructions.

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