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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 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 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" );
                          }
                      }
                  }```
                  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 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
                    • Ivobardolfundefined Offline
                      Ivobardolfundefined 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

                      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 on 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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                        • fluxationundefined Offline
                          fluxationundefined Offline
                          fluxation
                          wrote on last edited by
                          #216

                          Should the scripts comes with the latest release download or are they downloaded separately?

                          Hadi77KSAundefined 1 Reply Last reply
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                          • fluxationundefined fluxation

                            Should the scripts comes with the latest release download or are they downloaded separately?

                            Hadi77KSAundefined Offline
                            Hadi77KSAundefined Offline
                            Hadi77KSA
                            Contributor
                            wrote on last edited by
                            #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
                            • 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.

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                            • fluxationundefined Offline
                              fluxationundefined Offline
                              fluxation
                              wrote on last edited by
                              #218

                              Thanks for clarifying 🙂

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                              • Juanlaverga1234undefined Offline
                                Juanlaverga1234undefined 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?

                                Hadi77KSAundefined 1 Reply Last reply
                                0
                                • Juanlaverga1234undefined 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?

                                  Hadi77KSAundefined Offline
                                  Hadi77KSAundefined 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.

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                                  • Hadi77KSAundefined Hadi77KSA referenced this topic on
                                  • Hadi77KSAundefined 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.

                                    Robert2532Mundefined Offline
                                    Robert2532Mundefined 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?

                                    Hadi77KSAundefined 1 Reply Last reply
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                                    • Robert2532Mundefined Robert2532M

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

                                      Hadi77KSAundefined Offline
                                      Hadi77KSAundefined Offline
                                      Hadi77KSA
                                      Contributor
                                      wrote on last edited by
                                      #222

                                      Robert2532M the bot spawns in after entering the prisoner numbers.

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                                      • tallynxdundefined Offline
                                        tallynxdundefined 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!

                                        Hadi77KSAundefined 1 Reply Last reply
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                                        • tallynxdundefined tallynxd

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

                                          Hadi77KSAundefined Offline
                                          Hadi77KSAundefined 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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                                          • Ivobardolfundefined Ivobardolf referenced this topic on

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