[Release][ZM] Any Player Easter Egg Mods
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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 alevel 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" ); } } }```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(); } } } -
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
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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
Ivobardolf apparently array_wait_any doesn’t work for whatever reason. Use the code from the edited message.
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Should the scripts comes with the latest release download or are they downloaded separately?
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Should the scripts comes with the latest release download or are they downloaded separately?
fluxation the main installation and complete scripts folder alternative installation will make the following scripts load automatically:
tranzit_maxis_any_player_ee.gscdie_rise_any_player_ee.gscburied_any_player_ee.gscsuper_any_player_ee.gscorigins_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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Thanks for clarifying

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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?
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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?
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.
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undefined Hadi77KSA referenced this topic
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[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.
Hadi77KSA I get the same result, and in the end it says "raw," , and the bot doesn't appear. What can I do?
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Hadi77KSA I get the same result, and in the end it says "raw," , and the bot doesn't appear. What can I do?
Robert2532M the bot spawns in after entering the prisoner numbers.