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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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  • yoFlux yoFlux

    Hadi77KSA So, I tried solo didn't find it, and I set custom game on original and it still wasn't there.

    Hadi77KSA Offline
    Hadi77KSA Offline
    Hadi77KSA
    Contributor
    wrote on last edited by
    #166

    yoFlux could you execute the following commands and provide the list that appears:

    flashScriptHashes; scriptHashes
    

    Could you also show the spot of the spoon behind the poster and the table in the cafeteria?

    yoFlux 1 Reply Last reply
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    • Hadi77KSA Hadi77KSA

      yoFlux could you execute the following commands and provide the list that appears:

      flashScriptHashes; scriptHashes
      

      Could you also show the spot of the spoon behind the poster and the table in the cafeteria?

      yoFlux Offline
      yoFlux Offline
      yoFlux
      wrote on last edited by yoFlux
      #167

      Hadi77KSA Here you go!plutonium-bootstrapper-win32_xiGLZ8mPzI.jpg plutonium-bootstrapper-win32_wGuPEbA0to.jpg plutonium-bootstrapper-win32_arvbFJGBMR.png plutonium-bootstrapper-win32_5F8k692ogl.png
      [AFTER ANALYZING PHOTO, IM JUST A STUPID DUM DUM! I forgot it's not by the bone but on the side.]

      Hadi77KSA 1 Reply Last reply
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      • yoFlux yoFlux

        Hadi77KSA Here you go!plutonium-bootstrapper-win32_xiGLZ8mPzI.jpg plutonium-bootstrapper-win32_wGuPEbA0to.jpg plutonium-bootstrapper-win32_arvbFJGBMR.png plutonium-bootstrapper-win32_5F8k692ogl.png
        [AFTER ANALYZING PHOTO, IM JUST A STUPID DUM DUM! I forgot it's not by the bone but on the side.]

        Hadi77KSA Offline
        Hadi77KSA Offline
        Hadi77KSA
        Contributor
        wrote on last edited by
        #168

        yoFlux it’s there.
        IMG_3099.jpeg
        IMG_3098.jpeg

        yoFlux 1 Reply Last reply
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        • Hadi77KSA Hadi77KSA

          yoFlux it’s there.
          IMG_3099.jpeg
          IMG_3098.jpeg

          yoFlux Offline
          yoFlux Offline
          yoFlux
          wrote on last edited by
          #169

          Hadi77KSA Yeah I realized after looking closer, sorry for bothering you. I'm dumb lmao.

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          • Cozmaus Offline
            Cozmaus Offline
            Cozmaus
            wrote on last edited by Cozmaus
            #170

            Do I need the patches to do the easter eggs. I want the experience to be as near as possible of the original game. Also, when do I need to write this. I presume after loading the mod and before entering the map: set any_player_ee_highrise_nav "0". If I dont want the nav table to be build. Do I need to take a nav card from buried then leave the game and put it in Die Rise table only once or each time I try to do the easter egg. Im doing all easter eggs with 2 players.

            Hadi77KSA 1 Reply Last reply
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            • Cozmaus Cozmaus

              Do I need the patches to do the easter eggs. I want the experience to be as near as possible of the original game. Also, when do I need to write this. I presume after loading the mod and before entering the map: set any_player_ee_highrise_nav "0". If I dont want the nav table to be build. Do I need to take a nav card from buried then leave the game and put it in Die Rise table only once or each time I try to do the easter egg. Im doing all easter eggs with 2 players.

              Hadi77KSA Offline
              Hadi77KSA Offline
              Hadi77KSA
              Contributor
              wrote on last edited by
              #171

              Cozmaus the scripts in the Patches folder are optional, and they don’t get loaded without performing additional actions such as moving them.
              Regarding the set command, as long as the host executes it and the console shows the value of it being "0" before starting the match, it will prevent the script from automatically increasing the player’s stat that’s used for building the Nav Table on the map.
              For the Navcard, it’s not a requirement of the map’s Easter Egg, it’s only for the super Easter Egg. A Navcard will be considered as done for a map if at least one player has it done. Note that the Navcard that goes to Die Rise’s table is the one from TranZit.

              Cozmaus 1 Reply Last reply
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              • Hadi77KSA Hadi77KSA

                Mr_Noble54321 not with tranzit_any_player_ee-extra.gsc, no.

                Cozmaus Offline
                Cozmaus Offline
                Cozmaus
                wrote on last edited by
                #172
                This post is deleted!
                1 Reply Last reply
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                • Mr_Noble54321 Mr_Noble54321

                  This post is deleted!

                  Cozmaus Offline
                  Cozmaus Offline
                  Cozmaus
                  wrote on last edited by
                  #173
                  This post is deleted!
                  1 Reply Last reply
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                  • Hadi77KSA Hadi77KSA

                    Cozmaus the scripts in the Patches folder are optional, and they don’t get loaded without performing additional actions such as moving them.
                    Regarding the set command, as long as the host executes it and the console shows the value of it being "0" before starting the match, it will prevent the script from automatically increasing the player’s stat that’s used for building the Nav Table on the map.
                    For the Navcard, it’s not a requirement of the map’s Easter Egg, it’s only for the super Easter Egg. A Navcard will be considered as done for a map if at least one player has it done. Note that the Navcard that goes to Die Rise’s table is the one from TranZit.

                    Cozmaus Offline
                    Cozmaus Offline
                    Cozmaus
                    wrote on last edited by Cozmaus
                    #174

                    Hadi77KSA Did you include tranzit_any_player_ee-extra.gsc in zm_any_player.iwd because I don't see it in Alternative Mods With Extra Features + Other Maps. (For the emp step on tranzit, richtofen side, to be set to 2 lamps instead of 4 because we play 2 players).

                    For the super easter egg, I saw in other comments that it doesn't save once an easter egg is done. If I install the Complete Scripts Folder method, is it going to save my easter egg after each map even if I leave Plutonium because the mod is already in the game script (no need to load the mod)?. Or is it better to download "Individual Files" method for the super ee? Also Idk how to extract the scripts folder from the zm_any_player_ee.iwd file for this method (if I want patches or alternative mods)

                    Also, is this how you confirm on the radio of buried the super ee?: For example, I want to do die rise richtofen: 1. I go get the nav card in tranzit,then leave the game 2. I put it in Die Rise nav table, 3. I complete the ee, 4. If I go on buried, I should see 2 blue lights on the radio (2p) for Die Rise.

                    For my information, back in the original game, you could see in the map selection (earth globe), the map blinked blue or red once you complete Richtofen or Maxis ee. Is it like that in your script?

                    Last thing, I want the nav table to be unbuild on Die Rise but set any_player_ee_highrise_nav "0" don't work for me. The table was build in my game. I put the script before clicking start game on Die Rise. A screenshot can help you see what I mean: Capture d’écran 2025-10-14 011441.png

                    Thanks for your awesome mod and responses

                    Hadi77KSA 1 Reply Last reply
                    0
                    • Cozmaus Cozmaus

                      Hadi77KSA Did you include tranzit_any_player_ee-extra.gsc in zm_any_player.iwd because I don't see it in Alternative Mods With Extra Features + Other Maps. (For the emp step on tranzit, richtofen side, to be set to 2 lamps instead of 4 because we play 2 players).

                      For the super easter egg, I saw in other comments that it doesn't save once an easter egg is done. If I install the Complete Scripts Folder method, is it going to save my easter egg after each map even if I leave Plutonium because the mod is already in the game script (no need to load the mod)?. Or is it better to download "Individual Files" method for the super ee? Also Idk how to extract the scripts folder from the zm_any_player_ee.iwd file for this method (if I want patches or alternative mods)

                      Also, is this how you confirm on the radio of buried the super ee?: For example, I want to do die rise richtofen: 1. I go get the nav card in tranzit,then leave the game 2. I put it in Die Rise nav table, 3. I complete the ee, 4. If I go on buried, I should see 2 blue lights on the radio (2p) for Die Rise.

                      For my information, back in the original game, you could see in the map selection (earth globe), the map blinked blue or red once you complete Richtofen or Maxis ee. Is it like that in your script?

                      Last thing, I want the nav table to be unbuild on Die Rise but set any_player_ee_highrise_nav "0" don't work for me. The table was build in my game. I put the script before clicking start game on Die Rise. A screenshot can help you see what I mean: Capture d’écran 2025-10-14 011441.png

                      Thanks for your awesome mod and responses

                      Hadi77KSA Offline
                      Hadi77KSA Offline
                      Hadi77KSA
                      Contributor
                      wrote on last edited by Hadi77KSA
                      #175

                      Cozmaus said in [Release][ZM] Any Player Easter Egg Mods:

                      Did you include tranzit_any_player_ee-extra.gsc in zm_any_player.iwd because I don't see it in Alternative Mods With Extra Features + Other Maps.

                      No, I renamed it to tranzit_extra_richtofen_solo.gsc, which that script is provided separately in the section Alternative Mods With Extra Features + Other Maps.

                      For the super easter egg, I saw in other comments that it doesn't save once an easter egg is done. If I install the Complete Scripts Folder method, is it going to save my easter egg after each map even if I leave Plutonium because the mod is already in the game script (no need to load the mod)?. Or is it better to download "Individual Files" method for the super ee?

                      Easter Egg completions should save regardless of the installation method. Attempt with whichever you want, and if it doesn’t save, you can refer to the commands from this post.

                      Also Idk how to extract the scripts folder from the zm_any_player_ee.iwd file for this method (if I want patches or alternative mods)

                      Either rename the file to replace the extension to be .zip or open the file as an archive with something like 7zip.

                      Also, is this how you confirm on the radio of buried the super ee?: For example, I want to do die rise richtofen: 1. I go get the nav card in tranzit,then leave the game 2. I put it in Die Rise nav table, 3. I complete the ee, 4. If I go on buried, I should see 2 blue lights on the radio (2p) for Die Rise.

                      The Navcards are a separate requirement from each map’s Easter Egg. It doesn’t matter at what time you do them. They are represented by the lightbulbs that are on the top of the Easter Egg tracker box. See this image for an example:
                      tracker

                      For my information, back in the original game, you could see in the map selection (earth globe), the map blinked blue or red once you complete Richtofen or Maxis ee. Is it like that in your script?

                      That feature still exists. My scripts don’t modify it.

                      Last thing, I want the nav table to be unbuild on Die Rise but set any_player_ee_highrise_nav "0" don't work for me. The table was build in my game. I put the script before clicking start game on Die Rise.

                      If you manually build a Nav Table in a match, the stat that tracks that table being built will increment. Upon starting a match, the game checks that stat from each player, and if all players have it incremented, the game will build the table automatically. What my script does is if any_player_ee_highrise_nav is set to "0", it will not increment the stat of each player that doesn’t already have the stat incremented. So, if you build the table or let the script increment the stat at any point, it will save to your profile that you have built the Nav Table and will not require you to build it again until that stat is reset. Setting any_player_ee_highrise_nav to zero doesn’t unbuild the table, it only prevents my script from incrementing the stat without the players needing to manually build the Nav Table. The list of commands from my second answer in this reply contains a command for modifying that stat which can unbuild the table.

                      Update

                      As of v2.0.0, any_player_ee_highrise_nav 1 builds the Nav Table without incrementing the players’ stat for it, meaning that if the table wasn’t previously built, setting it to 0 would unbuild the table.

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                      • cayum Offline
                        cayum Offline
                        cayum
                        wrote on last edited by
                        #176

                        when i use the command set any_player_ee_highrise_nav "0" it does not work and i cant seem to find a fix ive tried in and out of the game to execute the cmd and nothing happens to the nav table and it will be built no matter what.
                        i also cant do the individual installations because my iwd file shows up as a notepad file 😞

                        Hadi77KSA 1 Reply Last reply
                        0
                        • cayum cayum

                          when i use the command set any_player_ee_highrise_nav "0" it does not work and i cant seem to find a fix ive tried in and out of the game to execute the cmd and nothing happens to the nav table and it will be built no matter what.
                          i also cant do the individual installations because my iwd file shows up as a notepad file 😞

                          Hadi77KSA Offline
                          Hadi77KSA Offline
                          Hadi77KSA
                          Contributor
                          wrote on last edited by Hadi77KSA
                          #177

                          cayum refer to my answers from the previous comment:

                          Also Idk how to extract the scripts folder from the zm_any_player_ee.iwd file for this method (if I want patches or alternative mods)

                          Either rename the file to replace the extension to be .zip or open the file as an archive with something like 7zip.

                          Last thing, I want the nav table to be unbuild on Die Rise but set any_player_ee_highrise_nav "0" don't work for me. The table was build in my game. I put the script before clicking start game on Die Rise.

                          If you manually build a Nav Table in a match, the stat that tracks that table being built will increment. Upon starting a match, the game checks that stat from each player, and if all players have it incremented, the game will build the table automatically. What my script does is if any_player_ee_highrise_nav is set to "0", it will not increment the stat of each player that doesn’t already have the stat incremented. So, if you build the table or let the script increment the stat at any point, it will save to your profile that you have built the Nav Table and will not require you to build it again until that stat is reset. Setting any_player_ee_highrise_nav to zero doesn’t unbuild the table, it only prevents my script from incrementing the stat without the players needing to manually build the Nav Table. The list of commands from [here] contains a command for modifying that stat which can unbuild the table.

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                          • kennyDLJ Offline
                            kennyDLJ Offline
                            kennyDLJ
                            wrote on last edited by
                            #178

                            Do you need both tranzit_extra_richtofen_solo.gsc and tranzit_maxis_any_player_ee.gsc to complete the richtofen side of the easter egg, i threw 2 EMPs and disabled the lamposts but the easter egg didn't trigger and got the voice-line about needing two more lampposts. I only had tranzit_extra_richtofen_solo.gsc installed at the time, do you need both? And i got the pop up when the game was loaded notifying me its active and the cmd window says intialized...

                            Hadi77KSA 1 Reply Last reply
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                            • kennyDLJ kennyDLJ

                              Do you need both tranzit_extra_richtofen_solo.gsc and tranzit_maxis_any_player_ee.gsc to complete the richtofen side of the easter egg, i threw 2 EMPs and disabled the lamposts but the easter egg didn't trigger and got the voice-line about needing two more lampposts. I only had tranzit_extra_richtofen_solo.gsc installed at the time, do you need both? And i got the pop up when the game was loaded notifying me its active and the cmd window says intialized...

                              Hadi77KSA Offline
                              Hadi77KSA Offline
                              Hadi77KSA
                              Contributor
                              wrote on last edited by
                              #179

                              kennyDLJ you don’t need the TranZit Maxis script to do the Richtofen side. My guess is either you were too late with the 2nd throw or not both lamps turned off.

                              kennyDLJ 1 Reply Last reply
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                              • Hadi77KSA Hadi77KSA

                                kennyDLJ you don’t need the TranZit Maxis script to do the Richtofen side. My guess is either you were too late with the 2nd throw or not both lamps turned off.

                                kennyDLJ Offline
                                kennyDLJ Offline
                                kennyDLJ
                                wrote on last edited by
                                #180

                                Hadi77KSA

                                Hadi77KSA said in [Release][ZM] Any Player Easter Egg Mods:

                                kennyDLJ you don’t need the TranZit Maxis script to do the Richtofen side. My guess is either you were too late with the 2nd throw or not both lamps turned off.

                                Thanks for the help, it seems i wasn't throwing the EMPs fast enough, i threw in both csg files for the sake of having them both, is it normal for there to be no final audio cue from Richtofen on completion?

                                Hadi77KSA 1 Reply Last reply
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                                • kennyDLJ kennyDLJ

                                  Hadi77KSA

                                  Hadi77KSA said in [Release][ZM] Any Player Easter Egg Mods:

                                  kennyDLJ you don’t need the TranZit Maxis script to do the Richtofen side. My guess is either you were too late with the 2nd throw or not both lamps turned off.

                                  Thanks for the help, it seems i wasn't throwing the EMPs fast enough, i threw in both csg files for the sake of having them both, is it normal for there to be no final audio cue from Richtofen on completion?

                                  Hadi77KSA Offline
                                  Hadi77KSA Offline
                                  Hadi77KSA
                                  Contributor
                                  wrote on last edited by
                                  #181

                                  kennyDLJ if you’re not playing as Stuhlinger, then it’s normal to not hear Richtofen. The audio quotes wouldn’t matter much anyway, just seeing the step completion indicators is enough such as seeing blue/orange orbs from the lamps shooting towards the tower when completing the final step on TranZit.

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                                  • Cozmaus Offline
                                    Cozmaus Offline
                                    Cozmaus
                                    wrote on last edited by
                                    #182

                                    image.png
                                    IMG_5623.jpg.
                                    Hi, thank you for this mod. I was able ton accomplish my dream of doing buried easter egg 13 years later (The only one we didn't succeed in 2012). I did all the maps both versions, the super ee and motd :). Thank you again, I had a great time.

                                    Hadi77KSA 1 Reply Last reply
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                                    • Cozmaus Cozmaus

                                      image.png
                                      IMG_5623.jpg.
                                      Hi, thank you for this mod. I was able ton accomplish my dream of doing buried easter egg 13 years later (The only one we didn't succeed in 2012). I did all the maps both versions, the super ee and motd :). Thank you again, I had a great time.

                                      Hadi77KSA Offline
                                      Hadi77KSA Offline
                                      Hadi77KSA
                                      Contributor
                                      wrote on last edited by
                                      #183

                                      Cozmaus 👍

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                                      • mohawho Offline
                                        mohawho Offline
                                        mohawho
                                        wrote on last edited by
                                        #184

                                        Optimus X hey optimus, why did you take down survival maps custom 1?

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                                        • Littlegods Offline
                                          Littlegods Offline
                                          Littlegods
                                          wrote on last edited by
                                          #185

                                          Hadi77KSA may I modify your code to integrate it into my mod menu? I want to refactor it and make it work with an objective bar, giving you of course all the well-deserved credits.

                                          Hadi77KSA 1 Reply Last reply
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