LimbSoup
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Everything posted by LimbSoup
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Sounds like a struggle for an explanation to me.
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AK74u, SPAS, Spectre, to name a few.
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How do you account for the weapons that didn't exist until the 70s or 80s?
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Can a mod move this to the general black ops zombies forum? The links now relate to all weapons.
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Rocket Take Off on Kino *NOW WITH VIDEO*
LimbSoup replied to xStopDropNKillx's topic in Kino Der Toten
Clearly intended for the rocket. -
Rocket Take Off on Kino *NOW WITH VIDEO*
LimbSoup replied to xStopDropNKillx's topic in Kino Der Toten
theater_fly_me_to_the_moon_init() { funny_trigger = GetEnt( "trigger_jump", "targetname" ); to_the_moon_alice_trigger = GetEnt( "trigger_fly_me_to_the_moon", "targetname" ); funny_trigger thread theater_player_jumps(); to_the_moon_alice_trigger thread theater_fly_me_to_the_moon(); } theater_player_jumps() { while( IsDefined( self ) ) { self waittill( "trigger", who ); if( !IsDefined( who._moon_jumps ) ) { who._moon_jumps = 0; } self trigger_thread( who, ::theater_moon_jumps, ::theater_moon_jumps_clear ); } } theater_moon_jumps( guy, str_endon ) { self endon( str_endon ); while( true ) { if( guy JumpButtonPressed() ) { guy._moon_jumps = guy._moon_jumps + 1; wait( 0.9 ); } wait( 0.1 ); } } theater_moon_jumps_clear( guy ) { if( guy._moon_jumps { guy._moon_jumps = 0; } } theater_fly_me_to_the_moon() { self SetHintString( "" ); self SetCursorHint( "HINT_NOICON" ); while( IsDefined( self ) ) { self waittill( "trigger", who ); if( !IsDefined( who._moon_jumps ) || who._moon_jumps { wait( 0.1 ); continue; } if( IsDefined( who._moon_jumps ) && who._moon_jumps >= 5 ) { level theater_moon_jump_go(); who._moon_jumps = 0; } } } theater_moon_jump_go() { ship = GetEnt( "model_zombie_rocket", "targetname" ); blast_off_fx = level._effect["fx_mp_pipe_steam"]; ship_base_origin = ship.origin; ship.fx_spot = Spawn( "script_model", ship.origin + ( 0, 0, -19 ) ); ship.fx_spot SetModel( "tag_origin" ); ship.fx_spot.angles = ( 90, 0, 0 ); ship.fx_spot LinkTo( ship ); wait( 0.1 ); PlayFXOnTag( blast_off_fx, ship.fx_spot, "tag_origin" ); ship MoveZ( 120, 3.0, 0.7, 0 ); ship waittill( "movedone" ); // clean up ship.fx_spot Unlink(); ship.fx_spot Delete(); ship Hide(); ship MoveTo( ship_base_origin, 0.1 ); ship waittill( "movedone" ); ship Show(); } Looks like there's 5 triggers for this, which involve someone jumping. There's no way to tell exactly where you have to be from the code, but my guess is you have to jump in each teleporter room. -
Nope. On the bright side, the chances of getting powerups from the teleporter (Kino) never decrease, unlike Der Riese.. so you at least get a safe haven every 90 seconds or so, with the chance of getting ammo.
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All of the information comes directly from the game files. The zombie health/dog rounds for Kino der Toten should be pretty much the same as it was for Der Riese. I'll look into the other details later.
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Here is my first look at the weapons stats for Kino der Toten and "Five". Note: Many weapons stats listed on the COD wiki are incorrect. Damage for explosive weapons is listed higher than it should be, because whoever entered the data does not understand how the game reads it. From testing in World at War, explosive weapons do not do any special direct hit damage. http://www.eaglesorbit.com/zombie/weapons/kino_der_toten.php http://www.eaglesorbit.com/zombie/weapons/five.php Some of the details here are iffy, particularly for splash weapons since its unclear how the game handles them fully. For any bullet weapons though, the information should be pretty much spot on. Even though the damage info for the thundergun doesn't make sense in this context, I've left it in there for its other stats (reload time, etc). Also notice that the full names of the weapons aren't there yet, I'm working on that.. There's still a lot to be done here, and I probably won't be able to finish what I want to by myself. Update: I've added a page for "Five", although the weapons are exactly the same, "Five" loses the MP40 and Thundergun and gets Winter's Howl aka the freeze gun. Next I'm going to start a major overhaul of these tables. My goal is making an "advanced" mode to allow you to pick and choose what weapons and stats to compare, along with some presets. (Like upgrades only, non-upgrades only, box only, wall only, etc.) Something interesting that I've noticed is that there are several weapon files in the game that have gone unused. I put them here for fun: http://www.eaglesorbit.com/zombie/weapons/missing.php I'm guessing some of them were used as cheats for development, and others were just cut out to reduce the total number of weapons. Update 11/29/10: Added rate of fire, did some cosmetic work to make things more readable.
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Need help decoding something possibly important!
LimbSoup replied to Srg-Dan's topic in World At War
The logic of forumers here is amazingly bad. You're making the assumption that he's actually read that gknova crap. There's a big difference between finding something and being able to decipher text. Those are two completely different categories. I'm going to go out on a limb, and make the assumption that Dan wasn't looking at gknova at all, because he said in another post that he plays zombies 40 hours a week. That being said, it probably is fake. But you say it is for all the wrong reasons. -
You're seeing things. Also, those are not scissors next to the finger. They're calipers.
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I didn't say there wasn't a back story. I'm saying that not every minute detail is part of it, and the truth about why many things are there is most likely because someone liked the way they looked there. This isn't a murder scene or large conspiracy to investigate, it's just a game. I could just as easily say that someone from the art department at Treyarch was told to make the loading image look pretty and zombie related, so they did just that, and still didn't even get the details of the map correct. It lacks consistency in this way. You make an unsolvable puzzle to put together.
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That's very presumptuous to put "SOLVED" in the title of this thread when you haven't proved anything. It should be a crime for how much the word "theory" is thrown around, when all that's really being done is speculation. If you want to use a fancy word to describe your ideas, try "conjecture" before providing real evidence. The idea that Richtofen is a spy sounds ridiculous to me. Who did he torture? Well, he was a nazi, so really you can take your pick. Jews? Prisoners of war? Political prisoners? A nazi infiltrating another nazi base is pointless isn't it? Same side. The only other possibility (for being a spy) would be that he was working for the allies or a rebel group. That wouldn't make sense at all, considering the guy tortured people. He was just a lackey of Dr. Maxis. Have you ever stopped to think why you have an American, Russian, German, and Japanese guy all working together in both Europe and Japan? Particularly when none of them really got along. The Americans and Russians may have been allies, but they didn't trust each other. They certainly wouldn't want to work with a German or Japanese either. And why do they all speak english? Sometimes, you just need to accept the fact that there is no explanation for things because it's a game.
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Nothing you haven't already seen.
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Well, his experiment was flawed and yielded incorrect information. Thus, he's being corrected. If all it took was supposed effort to make someone's information believable, we could say anything we wanted, eh? Or does that already seem to happen..
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These statements are false. You do not have to download the full mod tools to view Der Riese files. Many of them you can view in the IWD files in the /main folder, or you can use a utility to unpack the FF files related to Der Riese. That is, any with the prefix nazi_zombie_factory. The FF files are the ones that are loaded when you run the map itself, so everything other than sounds and perhaps textures must be there. No hidden files to speak of. There is no "DerRiese.map" file. Perhaps you mean "nazi_zombie_factory.map" or something like that. The reason Treyarch wouldn't include the raw uncompiled map file in the mod tools would be to prevent numerous cheap knock-offs of the map from being released. Why wouldn't Treyarch update the map to make it reflect what you actually see? They were lazy, forgot about it, didn't have the time to do it. Take your pick. In any case, there's obviously no extra staircase near juggernog.
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No. There are no influences on the draw chances other than the ones I already explained. This is true. I have never got the Ray Gun before the box moved. This is true for Shi No Numa only. I've seen the ray gun drawn in its original location, before it moves plenty of times. The code also supports this. Like I said before, the most likely scenario was that he was simply holding the ray gun the entire time. Either that, or whatever "mod" he used messed things up. He still hasn't explained the circumstances.. I'm also fairly certain those percentages don't even add up to 100%. I didn't say anything at first because I assumed it was the teddy bear or something, but now he's saying the box didn't move, so... Again, this is only true for Shi No Numa (maybe even earlier maps, not sure). The colt is specifically left out of the mystery box in Der Riese. If you've gotten one on Der Riese, it could have only happened from a bug. This is all really beside the major point, though. Experiment isn't necessary. The code explains it all very clearly. There is simply nothing else to it.
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Unlikely. The "code" provided there is all commented out except for the one thread that watches for the generator. It's possible that they were planning for another power switch, and ended up scrapping the idea. It's also possible that the two switches mentioned are for power, but for the electric fences, as you need to hit one of two switches to activate them.
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And what could these ways possibly be? There is literally no where to hide them. All sounds and textures for the game are stored in .IWD files (nothing more than a simple ZIP file with a different extension), period. If there was a voice over, sound effect, or texture from any object, it has already been seen. In order for any of it to appear in the game, the game engine must pull them from there. Map scripts, sound aliases, weapon files, etc are kept in .FF files, which are easily unpacked. For every single map in co-op mode, there is a script that handles everything for it. If there is any action taken by the game for that map, there is code in the .gsc file for it. The best that Treyarch could do to hide things would be to make the code as cryptic as possible. They, of course, did not do this; and we can be fortunate for that, because it helps the modding community greatly in the production of custom maps/mods.
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Your statistics are very flawed. I'm guessing the ray gun came up at 0% because you were holding it the entire time. Otherwise its VERY unlikely that it wouldn't come up. (As in, you witnessed a miracle) You didn't really say your procedure, so it's hard to say. It turns out that your procedure is actually very important. This is because the weapons you are holding won't come up in the box. It will make a difference whether you take the weapon you get each time or not, and how long you hold onto it. Ideally, you should have the colt only since it won't appear at all, evening it out for everything else. Not only that, but your sample size is very small for the amount of weapons there are. A thousand, or even a few thousand would produce much more accurate numbers than you have. The answer to the mystery box probabilities doesn't require experiment at all. It's all clearly spelled out in the game's code. All of the weapons have equal probability with a few exceptions: [*:1fyk106n]Weapons you are holding will not be drawn. [*:1fyk106n]Limited weapons that are already taken will not be drawn, unless by a glitch. (Flamethrower, Wunderwaffe) [*:1fyk106n]Monkeys will have a higher probability until the first person takes them. [*:1fyk106n]The ray gun's probability will increase when you don't get it. These numbers aren't exact, but it goes something like.. if it hasn't come up for the past 6 pulls, the probability will increase to 10%, and for 12 pulls it will increase to a max of 15%. So, on Der Riese, the ray gun is much easier to get compared to the other maps, where its simply equal probability to everything else. There might also be a modifier on the Wunderwaffe, though I'm not sure off-hand. Let's also note that the probabilities do not depend on what location the box is in. (Unless we're talking about the ray gun and Shi No Numa). The teddy bear is also a little more complicated, but it really doesn't matter for that.
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I looked in the game files for the VOs that are played by this function by following the paths listed in the soundaliases for the map. Each player has about 3-4 things they say, but its nothing important, and most people have probably heard them before. If anyone has a copy of it on PC and really wants to have a listen, I can show you what subfolder and what IWD to look in. level.round_number It says that in the game code and in your own post. As for justifying why its a waste of time, I've already explained this in my first or second reply to this thread. There is nothing else for easter eggs in the game's code. If you really want me to take the script for Der Riese and post it, explaining function by function, I will. It will just take a hell of a lot of time, and most people will still delude themselves into thinking there's something hidden. Actually, I know pretty much anything there is to know about the mechanics of the map. You really ought to link me to this video everyone speaks of. I'm inclined to believe they're yanking your chain if they say there are more eggs so long after. There isn't a shred of evidence in the code that suggests there's anything left. There is nothing you can do that will increase your chances of getting these weapons, or any weapons for that matter. The ONLY modifier that occurs is by a simple count of how many times the box has been used since a previous ray gun, and possibly Wunderwaffe. This doesn't sound true, but I'll look into it and get back to it later. Do you mean the room between the bridge "room" and teleporter B?
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He posted code and misinterpreted what it meant, so I corrected. I didn't say you should stop searching, I just said its a waste of time, because there isn't anything to find.
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This is incorrect. There is no trigger. The function play_giant_mythos_lines() is called at the beginning of the map, and will continue running until round 6. Note that it requires level.roundnumber
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There are many of them crying noises? The zombie behavior, not the sounds.
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