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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 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
    0
    • 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!

        1 Reply Last reply
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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
          0
          • 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!

              1 Reply Last reply
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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
                0
                • 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
                  1
                  • 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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