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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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  • 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
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                      • 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.

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