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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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  • 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
                0
                • 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.

                  1 Reply Last reply
                  0
                  • fluxation Offline
                    fluxation Offline
                    fluxation
                    wrote on last edited by
                    #218

                    Thanks for clarifying 🙂

                    1 Reply Last reply
                    0
                    • Juanlaverga1234 Offline
                      Juanlaverga1234 Offline
                      Juanlaverga1234
                      wrote on last edited by
                      #219

                      Tranzit and Die Rise have worked for me, but in Buried I always get stuck on the last step of the EE. Can someone help me?

                      Hadi77KSA 1 Reply Last reply
                      0
                      • Juanlaverga1234 Juanlaverga1234

                        Tranzit and Die Rise have worked for me, but in Buried I always get stuck on the last step of the EE. Can someone help me?

                        Hadi77KSA Offline
                        Hadi77KSA Offline
                        Hadi77KSA
                        Contributor
                        wrote on last edited by
                        #220

                        Juanlaverga1234 if you’re able to start the sharpshooter, then make sure to hit the required number of targets. Otherwise, you haven’t completed the previous step.

                        1 Reply Last reply
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                        • Hadi77KSA Hadi77KSA referenced this topic on
                        • Hadi77KSA Hadi77KSA

                          [KI]Val09 yes, that means the motd_solo script is loaded, and that you’ll be able to do the Easter Egg for Mob of the Dead in solo.

                          Robert2532M Offline
                          Robert2532M Offline
                          Robert2532M
                          wrote on last edited by
                          #221

                          Hadi77KSA I get the same result, and in the end it says "raw," , and the bot doesn't appear. What can I do?

                          Hadi77KSA 1 Reply Last reply
                          0
                          • Robert2532M Robert2532M

                            Hadi77KSA I get the same result, and in the end it says "raw," , and the bot doesn't appear. What can I do?

                            Hadi77KSA Offline
                            Hadi77KSA Offline
                            Hadi77KSA
                            Contributor
                            wrote on last edited by
                            #222

                            Robert2532M the bot spawns in after entering the prisoner numbers.

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                            • tallynxd Offline
                              tallynxd Offline
                              tallynxd
                              wrote on last edited by
                              #223

                              Hey! was just wondering it was possible to merge this mod with the BO2 Remix mod or any other mod in general, thanks!

                              Hadi77KSA 1 Reply Last reply
                              0
                              • tallynxd tallynxd

                                Hey! was just wondering it was possible to merge this mod with the BO2 Remix mod or any other mod in general, thanks!

                                Hadi77KSA Offline
                                Hadi77KSA Offline
                                Hadi77KSA
                                Contributor
                                wrote on last edited by
                                #224

                                tallynxd as long as they don’t change how Easter Eggs work, they should be compatible. If they're a fs_game mod that requires loading from the Mods menu, then for my mod instead of following the main installation instructions, you could follow one of the alternative installation methods so that it loads automatically without needing to load it from the Mods menu.

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                                • Ivobardolf Ivobardolf referenced this topic on
                                • ceresian Offline
                                  ceresian Offline
                                  ceresian
                                  wrote on last edited by
                                  #225

                                  When any of my friends try to join me, or vice versa, we get an error that says fs_game mismatch between server () and client, and we all checked and made sure we had the mod loaded, and installed correctly.

                                  Hadi77KSA 1 Reply Last reply
                                  0
                                  • ceresian ceresian

                                    When any of my friends try to join me, or vice versa, we get an error that says fs_game mismatch between server () and client, and we all checked and made sure we had the mod loaded, and installed correctly.

                                    Hadi77KSA Offline
                                    Hadi77KSA Offline
                                    Hadi77KSA
                                    Contributor
                                    wrote on last edited by
                                    #226

                                    ceresian it would depend on what is exactly shown. If it says in the error message nothing inside the parentheses for the server but shows some value for the client, then the host didn’t load it as a mod from the mods menu while the other person did. This can happen if the host followed one of the alternative installation methods while the other person followed the main installation. At this point, it’s not necessary for the other person to install/load the mod. Example error:

                                    fs_game mismatch between server () and client (mods/zm_any_player_ee)

                                    If it’s the opposite, where the parentheses of the server have a value but the ones of the client don’t, then that indicates the host loaded it as a mod from the mods menu while the other person didn’t. This can happen if host followed the main installation while the other person didn’t follow it or didn’t load the mod from the mods menu. Example error:

                                    fs_game mismatch between server (mods/zm_any_player_ee) and client ()

                                    Otherwise, if it shows different values in the two sets of parentheses, then someone between the host and the other person didn’t install it correctly or didn’t load the correct mod.

                                    In any case, the fix is to either get the host to follow one of the alternative installation methods so the other people don’t have to install/load the mod, or have everyone follow the main installation.

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                                    • SimMachinexQc Offline
                                      SimMachinexQc Offline
                                      SimMachinexQc
                                      wrote on last edited by
                                      #227

                                      im tryin do to tranzit ee richtofen side and when i load the match it say scripts/zm/zm_transit/tranzit_maxis_solo.gsc so the mods is it only for maxis side? because at the last step i throw my emp and it dosent work and yes i was throwing my emp fast and try it 3 time and still dosent valid the ee richtofen side plssss help

                                      Hadi77KSA 1 Reply Last reply
                                      0
                                      • SimMachinexQc SimMachinexQc

                                        im tryin do to tranzit ee richtofen side and when i load the match it say scripts/zm/zm_transit/tranzit_maxis_solo.gsc so the mods is it only for maxis side? because at the last step i throw my emp and it dosent work and yes i was throwing my emp fast and try it 3 time and still dosent valid the ee richtofen side plssss help

                                        Hadi77KSA Offline
                                        Hadi77KSA Offline
                                        Hadi77KSA
                                        Contributor
                                        wrote on last edited by
                                        #228

                                        SimMachinexQc you have to install the TranZit Extra script for Richtofen solo mod. I don’t include it with the other files because TranZit Richtofen is possible solo without mods although it is difficult.

                                        1 Reply Last reply
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                                        • SimMachinexQc Offline
                                          SimMachinexQc Offline
                                          SimMachinexQc
                                          wrote on last edited by
                                          #229

                                          Hadi77KSA thanks youuuu!

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