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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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  • 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 Online
    Hadi77KSAundefined Online
    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();
            }
        }
    }
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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 Online
        Hadi77KSAundefined Online
        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
        • 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
          0
          • fluxationundefined fluxation

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

            Hadi77KSAundefined Online
            Hadi77KSAundefined Online
            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
            0
            • fluxationundefined Offline
              fluxationundefined Offline
              fluxation
              wrote on last edited by
              #218

              Thanks for clarifying 🙂

              1 Reply Last reply
              0
              • 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 Online
                  Hadi77KSAundefined Online
                  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
                  0
                  • 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
                    0
                    • 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 Online
                      Hadi77KSAundefined Online
                      Hadi77KSA
                      Contributor
                      wrote on last edited by
                      #222

                      Robert2532M the bot spawns in after entering the prisoner numbers.

                      1 Reply Last reply
                      0
                      • 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
                        0
                        • 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 Online
                          Hadi77KSAundefined Online
                          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
                            0
                            • 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 Online
                              Hadi77KSAundefined Online
                              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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                              • SimMachinexQcundefined Offline
                                SimMachinexQcundefined Offline
                                SimMachinexQc
                                wrote 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

                                Hadi77KSAundefined 1 Reply Last reply
                                0
                                • SimMachinexQcundefined 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

                                  Hadi77KSAundefined Online
                                  Hadi77KSAundefined Online
                                  Hadi77KSA
                                  Contributor
                                  wrote 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.

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                                  • SimMachinexQcundefined Offline
                                    SimMachinexQcundefined Offline
                                    SimMachinexQc
                                    wrote last edited by
                                    #229

                                    Hadi77KSA thanks youuuu!

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                                    • johnjohnson13undefined Offline
                                      johnjohnson13undefined Offline
                                      johnjohnson13
                                      wrote last edited by johnjohnson13
                                      #230

                                      Hey, just wanted to post something to help out with my troubles trying to install the Tranzit Richtofen EE - 2 emp mod.

                                      Originally, the file we downloaded is a .iwd file, which is what confused me when the instructions said to "extract" the scripts file from the .iwd file. Turns out, you can just rename the .iwd file to a .zip file, which will then grant access to the files inside of it. (Before, when I tried to open the .iwd file, it would open the notepad app with a bunch of gibberish text which was super confusing)

                                      What I did to make the mod work was to change the .iwd file to a .zip file, and then I could extract the contents of the file, and then paste the scripts file (from the now uncompressed .zip file) into the T6 folder. The original mod still works as intended, but now we can install the additional mods (like the 2 emp mod for tranzit) by going into the scripts/zm/zm_tranzit directory and pasting the .gsc file into there.

                                      Sorry if this is a double post, but I just wanted to save anybody else the time who may have ran into this issue. It took about half an hour of troubleshooting for me to figure it out.

                                      Hope this helps!

                                      OP, if you need more info/screenshots to help improve the "individual file" instructions in your original post, I'd be happy to get them for you.

                                      Cobrausmasterundefined Hadi77KSAundefined 2 Replies Last reply
                                      1
                                      • johnjohnson13undefined johnjohnson13

                                        Hey, just wanted to post something to help out with my troubles trying to install the Tranzit Richtofen EE - 2 emp mod.

                                        Originally, the file we downloaded is a .iwd file, which is what confused me when the instructions said to "extract" the scripts file from the .iwd file. Turns out, you can just rename the .iwd file to a .zip file, which will then grant access to the files inside of it. (Before, when I tried to open the .iwd file, it would open the notepad app with a bunch of gibberish text which was super confusing)

                                        What I did to make the mod work was to change the .iwd file to a .zip file, and then I could extract the contents of the file, and then paste the scripts file (from the now uncompressed .zip file) into the T6 folder. The original mod still works as intended, but now we can install the additional mods (like the 2 emp mod for tranzit) by going into the scripts/zm/zm_tranzit directory and pasting the .gsc file into there.

                                        Sorry if this is a double post, but I just wanted to save anybody else the time who may have ran into this issue. It took about half an hour of troubleshooting for me to figure it out.

                                        Hope this helps!

                                        OP, if you need more info/screenshots to help improve the "individual file" instructions in your original post, I'd be happy to get them for you.

                                        Cobrausmasterundefined Offline
                                        Cobrausmasterundefined Offline
                                        Cobrausmaster
                                        wrote last edited by
                                        #231

                                        johnjohnson13 This was really helpful, thanks man!

                                        1 Reply Last reply
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                                        • Traingoboom76undefined Offline
                                          Traingoboom76undefined Offline
                                          Traingoboom76
                                          wrote last edited by
                                          #232

                                          do i need tranzit extra ric and maxis solo both loaded at the same time? or do i only need one of them? i loaded them both at the transit folder and when i reached the part with the lamps and emp i deactivated 2 lamps and nothing happend.

                                          Hadi77KSAundefined 1 Reply Last reply
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