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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

    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
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              • 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
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                • 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
                  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 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
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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.

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

                          Thanks for clarifying 🙂

                          1 Reply Last reply
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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
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                            • 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.

                                  1 Reply Last reply
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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
                                      • ceresianundefined Offline
                                        ceresianundefined Offline
                                        ceresian
                                        wrote 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.

                                        Hadi77KSAundefined 1 Reply Last reply
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                                        • ceresianundefined 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.

                                          Hadi77KSAundefined Offline
                                          Hadi77KSAundefined Offline
                                          Hadi77KSA
                                          Contributor
                                          wrote 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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