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  3. [Release][ZM] Any Player Easter Egg Mods

[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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  • knuckledraggerundefined 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.

    Hadi77KSAundefined Offline
    Hadi77KSAundefined 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

    knuckledraggerundefined 1 Reply Last reply
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    • Hadi77KSAundefined 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

      knuckledraggerundefined Offline
      knuckledraggerundefined 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?

      Hadi77KSAundefined 1 Reply Last reply
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      • knuckledraggerundefined 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?

        Hadi77KSAundefined Offline
        Hadi77KSAundefined 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.

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        • knuckledraggerundefined Offline
          knuckledraggerundefined 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.

          Hadi77KSAundefined 1 Reply Last reply
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          • knuckledraggerundefined 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.

            Hadi77KSAundefined Offline
            Hadi77KSAundefined Offline
            Hadi77KSA
            Contributor
            wrote on last edited by
            #207

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

            knuckledraggerundefined 1 Reply Last reply
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            • Hadi77KSAundefined Hadi77KSA

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

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

              Hadi77KSA Perfect, thanks again for everything!

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              • knuckledraggerundefined Offline
                knuckledraggerundefined 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?

                Hadi77KSAundefined 1 Reply Last reply
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                • knuckledraggerundefined 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?

                  Hadi77KSAundefined Offline
                  Hadi77KSAundefined 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.

                  knuckledraggerundefined 1 Reply Last reply
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                  • Hadi77KSAundefined Hadi77KSA

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

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

                    Hadi77KSA Yep my bad, thank you!

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                    • Ivobardolfundefined Offline
                      Ivobardolfundefined Offline
                      Ivobardolf
                      wrote 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" );
                              }
                          }
                      }```
                      Hadi77KSAundefined 1 Reply Last reply
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                      • Ivobardolfundefined 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" );
                                }
                            }
                        }```
                        Hadi77KSAundefined Offline
                        Hadi77KSAundefined Offline
                        Hadi77KSA
                        Contributor
                        wrote 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
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                        • Ivobardolfundefined Offline
                          Ivobardolfundefined Offline
                          Ivobardolf
                          wrote 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

                          Hadi77KSAundefined 1 Reply Last reply
                          0
                          • Ivobardolfundefined 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

                            Hadi77KSAundefined Offline
                            Hadi77KSAundefined Offline
                            Hadi77KSA
                            Contributor
                            wrote 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
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