JedesPolar
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Everything posted by JedesPolar
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Sorry what should be up high on the wall?
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TANTANTAN!!!!!!!!!!!!!!!!!!!!!!!! No but serously interesting! if you're on xBox could you take a foto maybe with your phone you have to... or then show it in a video... I hope I'm right, I love it when I'm right, who deosn't? But I don't I kinda think i'M NOT RIGHT ATM but let's see if that symbol can be confrimed...
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But have we actually got all the Ascension code?
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Yeah, I really like the idea that we need to get our asses organised, get a good team to search ect... but the thing is according to SO MANY PEOPLE they have ALREADY done that: they've serached every inch... but still IDK maybe we need to do it again and be REALLY shure? I think we need to wait for march 3rd, not because there'll be a patch that finishes the Easter Egg, no I don't belive in that, but because all players will have an oportunity to really explore Acension...
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It was just an idea but if you say it can't be done, they let's move on to the next theorie I guess... thanks for trying anyways :D
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SOLVE THIS MYSTERY? I wrote a whole like 20 line message, twice, saying how stupid you're comment "solve this mystery" was REALLY DUMB but them I though why should I? That is your opinion and I'm glad that you have an opinion...
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*READ* JD_2020 Hinting at next LUNA Easter Egg Steps *READ*
JedesPolar replied to AdenaHD's topic in Ascension
I also posted this up two other topics but it also answers Dm3k statement, altough the fact that they do updates on thursdays and it comes out on thursday is quite something, but oh well: About that whole thing that Treyarch would finish the Easter egg with an update, they can't just do that: release a product that isn't finished, it's just like if they released Black Ops, and only half of the singleplayer was done and said " Ok so yeah guys now you guys wait a month for the rest of it altough you've already bought it" . They can't just do that... -
I also posted this on another topic but it also answers this one: About that whole thing that Treyarch would finish the Easter egg with an update, they can't just do that: release a product that isn't finished, it's just like if they released Black Ops, and only half of the singleplayer was done and said " Ok so yeah guys now you guys wait a month for the rest of it altough you've already bought it" . They can't just do that... TAADAA
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About that whole thing that Treyarch would finish the Easter egg with an update, they can't just do that: release a product that isn't finished, it's just like if they released Black Ops, and only half of the singleplayer was done and said " Ok so yeah guys now you guys wait a month for the rest of it altough you've already bought it" . They can't just do that... But I'm glad you´re not giving up...
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to BurgerTheFries: Yeah exactly: dolphin diving from the top of the stairs and it could blow it open. to Johnny Reklaw: I don't say that you need to believe, but it makes sense and so since you guys on xBox play frequently Zombies you might as well try it out and see how it goes yeah?
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Ok guys so here's my newest theory: In the topic "Questionable but interesting post I found on the Easter Egg (link: viewtopic.php?f=60&t=7115 ) Powerhouse631 sends us to a link (that link: http://www.se7ensins.com/forums/topic/4 ... aster-egg/).In this forum an other user named Newbie took a post from Call of Duty forums and posted it on se7ensins forum. This post tells us that a player/man/whoever who's GamerTag could possibly be "Sparticous"/"Sparticus" knows how to finish the Easter Egg and was giving tips to 3 lucky players playing with him... Now let me quote the post up at se7ensins: Let's focus on that shall we? So he says that the door can be accessed and that PhD Flopper has NOTHING to do getting into it, so PhD Flopper HAS something to do getting into it... And if you think about it this actually makes sense: why would PhD Flopper exist in the first place? I mean a perk that when you dolphin dive creates a NUKE? It's quite dumb of a perk... Some of you might argue that you can do a PhD Flopper only stratagy and that it's really fun, but if you try doing that after rounds 20+ the zombies won't die... And I mean c'mon Treyarch has done a great Easter Egg so far with no ramdom stuff so how could the PhD Flopper perk be ramdom? Just my thoughts and I wanted to know who was with me...
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Ok so first is that sound like a howling sound? Because if it is it's just because the easter egg is just next to it... Second about that whole "find Samatha" theory I was about to post this on the other topic "Sam's message" but oh well: people say, and i can prove this since I'm on the PS3 that first just next to the MAIN lander there is like this target-light-thingy and that they have somethign to do with Sam/that you can see her face in it... And that on the moon there is indeed a paw print, wich can be linked to Sam... there is a topic on that called "Paw print" I also posted a few theories there.
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Well I agree that the (0,0,0) is DEFINATLY the starting point, the lander AND just on the wall there is this weird-ass like target on the wall, someone said two things: that you could see Sam's head in that target and that you could see Sam's head in the moon so maybe this has something to do with the topic: Sam's Message???
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Lol what you said actually made sense but I mean SHOOTING A ROCKET WITH A BALLISTIC KNIFE? that sounds a bit ridicoulus...
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Questionable but interesting post I found on the Easter Egg.
JedesPolar replied to Powerhouse631's topic in Ascension
Wait wait wait but have you guys at least looked at the code? I mean YES it might be fake but doesn't seem like it and in the code it says the exact amount that we need to shoot at the gersch and all that stuff... just like they say in that forum we need exactly 3x Upgraded Raygun 3xAwfull Lawton ect ect... I can't quite remenber what it was... I mean if you are on xBox go ahead and try it use the exact amount of power said in that forum and debunk or not this theory... Oh BTW if you said you knew how to finish the easter egg would anyone belive you AND if you said how to finish the easter egg wouldn't there be someone that would take the credit form you? I don't know that's just my opinion... ----------EDIT---------------- And cmon unless you didn't read it hwo do you explain the fact that Dr.Flopper Perk exists? because it's fun? LOL no because you need to use it! AGAIN that is just my opinion -
A menber here at CoDz had also posted that code... doesn't mean it's legit I know but other menbers have started to investigate it and it seems legit according to them so...
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Operation Ω - "Victory cannot be achieved without sacrifice"
JedesPolar replied to mallen23's topic in Ascension
viewtopic.php?f=60&t=7049&p=70743#p70743 Read my post here and tell me what you think -
OMG I just love you for saying that! Altough it does seem to me that the whole NGT video was just a glitch THIS TAKEO THING IS LIKE...WOW i mean in this topic: viewtopic.php?f=60&t=6464&start=30 There is a video from PLAYTHEGAMECO, in this video it shows a briefcase and inside it are files of the NazisZombies storyline characters but what is most important is that the ONLY character that has a date of death is Takeo. Now 1+1= 3y227352785 according to my math and so if Takeo is the only one that if getting down resets and gives all the stuff back to the players then maybe it HAS something to do indeed with the whole sacrifice thing mentioned in that topic... Dam I don't know guys I mean it's late... It was all cristal clear a few minutes ago.. tell me what you think... And BTW all that I just said goes against everything I do since none of it is mentioned on the code...I think... PLUS NOW THERES THAT WHOLE SPARTACUS THEORY GEEZUS TREYARCH GREAT EASTER EGG ( no sarcasm)
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Questionable but interesting post I found on the Easter Egg.
JedesPolar replied to Powerhouse631's topic in Ascension
Yeah totally, I personnaly belive this Spartacus theory, I mean first why would that door be there anyway? And why would Dr.Flopper even exist I mean it's fun and all doing the Flopper stratagy only... but it isn't that great so it makes sense that you need to Nuke/Flop at the locked door. PLUS what he says is true I mean acording to the code something happens after spelling HITSAM and HYENA ( secret 1 and 2) happen, it has been confirmed, by one of our menbers, that after spelling HITSAM or HYENA, I don't remenber wich one, that one of the characters says something is the lines of the "Reaper", the upgraded Ppsh or whatevs can't quite remender, I'll try to find the topic and all that... But Monster is right we do need video proof AND that's why I'm sure SpiderBite or someone from NGT is monetering these forums and they will try, at least try all this, unfortunatly they take an awfull amount of time so if anyone could actually try this out? OH AND BTW... many of you won't like me saying this but PLAYTHEGAMECO HAD ALREADY said that if we achived the DMs then we were doing the wrong thing and that we needed the exact same amount of power that they mention on this forum, the info given by "Spartacus"... So I guess PLAYTHEGAMECO can say FIRST... -
First why are posting this here? Second no it does´n't where have you seen that?
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I think it was endeed a Gersch device since when he turns back you can see the other guy shooting his thundergun and a Gersch device down stairs... I'd say it's all just a glich and it only went back to normal went Spider, the host went down and was revived, so it actually makes sense... AND it has happened to several other people on other maps... and the DMs were only 45secs because the glich stopped them from being 90secs... I think... JUST MA OPINION :!: :D
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I agree it must be a 115 crater, altough all of this just gives us even more clues on where the next Zombie Map might be....
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Code Confirms We have NOT CORRECTLY finished Puzzle
JedesPolar replied to wonderboy_3856's topic in Ascension
include animscripts\zombie_utility; #include common_scripts\utility; #include maps\_utility; #include maps\_zombiemode_utility; #include maps\_ambientpackage; #include maps\_music; #include maps\_busing; #include maps\_zombiemode_audio; init() { PreCacheModel( "p_glo_electrical_transformer" ); PreCacheModel( "p_zom_monitor_csm_screen_on" ); PreCacheModel( "p_zom_monitor_csm_screen_logo" ); PreCacheModel( "p_rus_electric_switch_stop" ); PreCacheModel( "p_rus_clock_lrg" ); flag_init( "target_teleported" ); flag_init( "rerouted_power" ); flag_init( "switches_synced" ); flag_init( "pressure_sustained" ); flag_init( "passkey_confirmed" ); flag_init( "weapons_combined" ); level.casimir_lights = []; level.lander_letters[ "a" ] = GetEnt( "letter_a", "targetname" ); level.lander_letters[ "e" ] = GetEnt( "letter_e", "targetname" ); level.lander_letters[ "h" ] = GetEnt( "letter_h", "targetname" ); level.lander_letters[ "i" ] = GetEnt( "letter_i", "targetname" ); level.lander_letters[ "l" ] = GetEnt( "letter_l", "targetname" ); level.lander_letters[ "m" ] = GetEnt( "letter_m", "targetname" ); level.lander_letters[ "n" ] = GetEnt( "letter_n", "targetname" ); level.lander_letters[ "r" ] = GetEnt( "letter_r", "targetname" ); level.lander_letters[ "s" ] = GetEnt( "letter_s", "targetname" ); level.lander_letters[ "t" ] = GetEnt( "letter_t", "targetname" ); level.lander_letters[ "u" ] = GetEnt( "letter_u", "targetname" ); level.lander_letters[ "y" ] = GetEnt( "letter_y", "targetname" ); keys = GetArrayKeys( level.lander_letters ); for ( i=0; i { level.lander_letters[ keys[i] ] Hide(); } teleport_target_event(); reroute_power_event(); sync_switch_event(); pressure_plate_event(); lander_passkey_event(); weapon_combo_event(); level notify( "help_found" ); monitor = GetEnt( "casimir_monitor", "targetname" ); monitor SetModel( "p_zom_monitor_csm_screen_off" ); } play_easter_egg_audio( alias, sound_ent, text ) { if( alias == undefined ) { return; } sound_ent PlaySound( alias, "sounddone" ); sound_ent waittill( "sounddone" ); } activate_casimir_light( num ) { spot = GetStruct( "casimir_light_"+num, "targetname" ); if ( IsDefined( spot ) ) { light = Spawn( "script_model", spot.origin ); light SetModel( "tag_origin" ); light.angles = spot.angles; fx = PlayFXOnTag( level._effect["fx_zmb_light_floodlight_bright"], light, "tag_origin" ); level.casimir_lights[ level.casimir_lights.size ] = light; } } teleport_target_event() { teleport_target_start = getstruct( "teleport_target_start", "targetname" ); teleport_target_spark = getstruct( "teleport_target_spark", "targetname" ); level.teleport_target = Spawn( "script_model", teleport_target_start.origin ); level.teleport_target SetModel( "p_glo_electrical_transformer" ); level.teleport_target.angles = teleport_target_start.angles; level.teleport_target PlayLoopSound( "zmb_egg_notifier", 1 ); teleport_target_spark = Spawn( "script_model", teleport_target_spark.origin ); teleport_target_spark SetModel( "tag_origin" ); PlayFXOnTag( level._effect["switch_sparks"], teleport_target_spark, "tag_origin" ); level.teleport_target_trigger = Spawn( "trigger_radius", teleport_target_start.origin + (0,0,-70), 0, 125, 100 ); level.black_hole_bomb_loc_check_func = ::bhb_teleport_loc_check; flag_wait( "target_teleported" ); teleport_target_spark Delete(); level.black_hole_bomb_loc_check_func = undefined; level thread play_egg_vox( "vox_ann_egg1_success", "vox_gersh_egg1", 1 ); } bhb_teleport_loc_check( grenade, model, info ) { if( IsDefined( level.teleport_target_trigger ) && grenade IsTouching( level.teleport_target_trigger ) ) { model SetClientFlag( level._SCRIPTMOVER_CLIENT_FLAG_BLACKHOLE ); grenade thread maps\_zombiemode_weap_black_hole_bomb::do_black_hole_bomb_sound( model, info ); level thread teleport_target( grenade, model ); return true; } return false; } teleport_target( grenade, model ) { level.teleport_target_trigger Delete(); level.teleport_target_trigger = undefined; wait( 1.0 ); time = 3.0; level.teleport_target MoveTo( grenade.origin + (0,0,50), time, time - 0.05 ); wait( time ); teleport_target_end = getstruct( "teleport_target_end", "targetname" ); level.teleport_target Hide(); playsoundatposition( "zmb_gersh_teleporter_out", grenade.origin + (0,0,50) ); wait( 0.5 ); level.teleport_target.angles = teleport_target_end.angles; level.teleport_target MoveTo( teleport_target_end.origin, 0.05 ); level.teleport_target StopLoopSound( 1 ); wait( 0.5 ); level.teleport_target Show(); PlayFXOnTag( level._effect[ "black_hole_bomb_event_horizon" ], level.teleport_target, "tag_origin" ); level.teleport_target PlaySound( "zmb_gersh_teleporter_go" ); wait( 2.0 ); model Delete(); flag_set( "target_teleported" ); } reroute_power_event() { monitor = GetEnt( "casimir_monitor", "targetname" ); location = GetStruct( "casimir_monitor_struct", "targetname" ); monitor PlayLoopSound( "zmb_egg_notifier", 1 ); monitor SetModel( "p_zom_monitor_csm_screen_on" ); trig = Spawn( "trigger_radius", location.origin, 0, 32, 60 ); trig wait_for_use( monitor ); trig delete(); flag_set( "rerouted_power" ); monitor SetModel( "p_zom_monitor_csm_screen_logo" ); monitor StopLoopSound( 1 ); level thread play_egg_vox( "vox_ann_egg2_success", "vox_gersh_egg2", 2 ); level thread activate_casimir_light( 1 ); } wait_for_use( monitor ) { while(1) { self waittill( "trigger", who ); while( IsPlayer(who) && who IsTouching( self ) ) { if( who UseButtonPressed() ) { flag_set( "rerouted_power" ); monitor PlaySound( "zmb_comp_activate" ); return; } wait(.05); } } } sync_switch_event() { switches = GetStructArray( "sync_switch_start", "targetname" ); success = false; while ( !flag( "switches_synced" ) ) { flag_wait( "monkey_round" ); array_thread( switches, ::reveal_switch ); self thread switch_watcher(); level waittill_either( "between_round_over", "switches_synced" ); } level thread play_egg_vox( "vox_ann_egg3_success", "vox_gersh_egg3", 3 ); level thread activate_casimir_light( 2 ); } reveal_switch() { button = Spawn( "script_model", self.origin ); button SetModel( "p_rus_electric_switch_stop" ); button.angles = self.angles + (0,90,0); button PlayLoopSound( "zmb_egg_notifier", 1 ); offset = AnglesToForward(self.angles) * 8; time = 1; button MoveTo( button.origin + offset, 1 ); wait( 1 ); if ( flag( "monkey_round" ) ) { trig = Spawn( "trigger_radius", button.origin, 0, 32, 72 ); trig thread wait_for_sync_use( self ); level waittill_either( "between_round_over", "switches_synced" ); trig delete(); } button StopLoopSound( 1 ); button MoveTo( self.origin, time ); wait( time ); button delete(); } wait_for_sync_use( ss ) { level endon( "between_round_over" ); level endon( "switches_synced" ); ss.pressed = 0; while(1) { self waittill( "trigger", who ); while( IsPlayer(who) && who IsTouching( self ) ) { if( who UseButtonPressed() ) { level notify( "sync_button_pressed" ); playsoundatposition( "zmb_push_button", ss.origin ); ss.pressed = 1; } wait(.05); } } } switch_watcher() { level endon( "between_round_over" ); pressed = 0; switches = GetStructArray( "sync_switch_start", "targetname" ); while (1) { level waittill( "sync_button_pressed" ); timeout = GetTime() + 500; while ( GetTime() { pressed = 0; for ( i=0; i { if ( IsDefined( switches[i].pressed ) && switches[i].pressed ) { pressed++; } } if ( pressed == 4 ) { flag_set( "switches_synced" ); for ( i=0; i { playsoundatposition( "zmb_misc_activate", switches[i].origin ); } return; } wait( 0.05 ); } switch( pressed ) { case 1: case 2: case 3: for ( i=0; i { playsoundatposition( "zmb_deny", switches[i].origin ); } break; } for ( i=0; i { switches[i].pressed = 0; } } } pressure_plate_event() { area = GetStruct( "pressure_pad", "targetname" ); trig = Spawn( "trigger_radius", area.origin, 0, 300, 100 ); trig area_timer( 120 ); trig Delete(); level thread play_egg_vox( "vox_ann_egg4_success", "vox_gersh_egg4", 4 ); level thread activate_casimir_light( 3 ); } area_timer( time ) { clock_loc = GetStruct( "pressure_timer", "targetname" ); clock = Spawn( "script_model", clock_loc.origin ); clock SetModel( "p_rus_clock_lrg" ); clock.angles = clock_loc.angles; clock PlayLoopSound( "zmb_egg_notifier", 1 ); timer_hand_angles_init = ( 270, 90, 0 ); timer_hand = Spawn( "script_model", clock_loc.origin + ( -1, 0, 12 ) ); timer_hand SetModel( "t5_weapon_ballistic_knife_blade" ); timer_hand.angles = timer_hand_angles_init; step = 1.0; while ( !flag( "pressure_sustained" ) ) { self waittill( "trigger" ); stop_timer = false; players = get_players(); for ( i=0; i { if ( !players[i] IsTouching( self ) ) { wait( step ); stop_timer = true; } } if ( stop_timer ) { continue; } self PlaySound( "zmb_pressure_plate_trigger" ); time_remaining = time; timer_hand RotatePitch( 360, time ); while ( time_remaining ) { players = get_players(); for ( i=0; i { if ( !players[i] IsTouching( self ) ) { wait( step ); time_remaining = time; stop_timer = true; timer_hand RotateTo( timer_hand_angles_init, 0.5 ); timer_hand PlaySound( "zmb_deny" ); wait( 0.5 ); break; } } if ( stop_timer ) { break; } wait( step ); time_remaining -= step; timer_hand PlaySound( "zmb_egg_timer_oneshot" ); } if ( time_remaining { flag_set( "pressure_sustained" ); players = get_players(); temp_fx = undefined; if ( IsDefined( players[0].fx ) ) { temp_fx = players[0].fx; } timer_hand playsound( "zmb_perks_packa_ready" ); players[0].fx = level.zombie_powerups[ "nuke" ].fx; level thread maps\_zombiemode_powerups::nuke_powerup( players[0] ); clock StopLoopSound( 1 ); wait( 1.0 ); if ( IsDefined( temp_fx ) ) { players[0].fx = temp_fx; } else { players[0].fx = undefined; } clock Delete(); timer_hand Delete(); return; } } } lander_passkey_event() { flag_init( "letter_acquired" ); level.lander_key = []; level.lander_key[ "lander_station1" ][ "lander_station3" ] = "s"; level.lander_key[ "lander_station1" ][ "lander_station4" ] = "r"; level.lander_key[ "lander_station1" ][ "lander_station5" ] = "e"; level.lander_key[ "lander_station3" ][ "lander_station1" ] = "y"; level.lander_key[ "lander_station3" ][ "lander_station4" ] = "a"; level.lander_key[ "lander_station3" ][ "lander_station5" ] = "i"; level.lander_key[ "lander_station4" ][ "lander_station1" ] = "m"; level.lander_key[ "lander_station4" ][ "lander_station3" ] = "h"; level.lander_key[ "lander_station4" ][ "lander_station5" ] = "u"; level.lander_key[ "lander_station5" ][ "lander_station1" ] = "t"; level.lander_key[ "lander_station5" ][ "lander_station3" ] = "n"; level.lander_key[ "lander_station5" ][ "lander_station4" ] = "l"; level.passkey = array( "l", "u", "n", "a" ); level.passkey_progress = 0; level.secret1 = array( "h", "i", "t", "s", "a", "m" ); level.secret1_progress = 0; level.secret2 = array( "h", "y", "e", "n", "a" ); level.secret2_progress = 0; thread lander_monitor(); flag_wait( "passkey_confirmed" ); level.lander_audio_ent StopLoopSound( 1 ); level thread play_egg_vox( "vox_ann_egg5_success", "vox_gersh_egg5", 5 ); level thread activate_casimir_light( 4 ); wait(1); level.lander_audio_ent Delete(); } lander_monitor() { lander = getent( "lander", "targetname" ); level.lander_audio_ent = Spawn( "script_origin", lander.origin ); level.lander_audio_ent LinkTo( lander ); level.lander_audio_ent PlayLoopSound( "zmb_egg_notifier", 1 ); while ( !flag( "passkey_confirmed" ) ) { level waittill("lander_launched"); if ( lander.called ) { start = lander.depart_station; dest = lander.station; letter = level.lander_key[ start ][ dest ]; model = level.lander_letters[ letter ]; model Show(); model PlaySound( "zmb_spawn_powerup" ); model thread spin_letter(); model PlayLoopSound( "zmb_spawn_powerup_loop", .5 ); trig = Spawn( "trigger_radius", model.origin, 0, 200, 150 ); trig thread letter_grab( letter, model ); flag_wait("lander_grounded"); if ( !flag( "letter_acquired" ) ) { level.passkey_progress = 0; level.secret1_progress = 0; level.secret2_progress = 0; } else { flag_clear( "letter_acquired" ); } trig delete(); model Hide(); model StopLoopSound( .5 ); } else { level.passkey_progress = 0; level.secret1_progress = 0; level.secret2_progress = 0; } } } spin_letter() { level endon( "lander_grounded" ); level endon( "letter_acquired" ); while (1) { self RotateYaw( 90, 5 ); wait( 5 ); } } letter_grab( letter, model ) { level endon("lander_grounded"); self waittill( "trigger" ); flag_set( "letter_acquired" ); playsoundatposition("zmb_powerup_grabbed", model.origin); model Hide(); if ( letter == level.passkey[ level.passkey_progress ] ) { level.passkey_progress++; if ( level.passkey_progress == level.passkey.size ) { flag_set( "passkey_confirmed" ); } } else { level.passkey_progress = 0; } if ( letter == level.secret1[ level.secret1_progress ] ) { level.secret1_progress++; if ( level.secret1_progress == level.secret1.size ) { } } else { level.secret1_progress = 0; } if ( letter == level.secret2[ level.secret2_progress ] ) { level.secret2_progress++; if ( level.secret2_progress == level.secret2.size ) { } } else { level.secret2_progress = 0; } } weapon_combo_event() { flag_init( "thundergun_hit" ); weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" ); focal_point = Spawn( "script_model", weapon_combo_spot.origin ); focal_point SetModel( "tag_origin" ); focal_point PlayLoopSound( "zmb_egg_notifier", 1 ); fx = PlayFXOnTag( level._effect["gersh_spark"], focal_point, "tag_origin" ); level.black_hold_bomb_target_trig = Spawn( "trigger_radius", weapon_combo_spot.origin, 0, 50, 72 ); level.black_hole_bomb_loc_check_func = ::bhb_combo_loc_check; flag_wait( "weapons_combined" ); level.black_hold_bomb_target_trig Delete(); level.black_hole_bomb_loc_check_func = undefined; focal_point Delete(); for ( i=0; i { level.casimir_lights[i] Delete(); } } bhb_combo_loc_check( grenade, model, info ) { if ( IsDefined( level.black_hold_bomb_target_trig ) && grenade IsTouching( level.black_hold_bomb_target_trig ) ) { trig = Spawn( "trigger_damage", grenade.origin, 0, 15, 72 ); grenade thread wait_for_combo( trig ); } return false; } wait_for_combo( trig ) { self endon( "death" ); self thread kill_trig_on_death( trig ); weapon_combo_spot = GetStruct( "weapon_combo_spot", "targetname" ); ray_gun_hit = false; doll_hit = false; crossbow_hit = false; players = get_players(); array_thread( players, ::thundergun_check, self, trig, weapon_combo_spot ); while ( 1 ) { trig waittill( "damage", amount, attacker, dir, org, mod ); if ( isDefined( attacker ) ) { if ( mod == "MOD_PROJECTILE_SPLASH" && (attacker GetCurrentWeapon() == "ray_gun_upgraded_zm" ) ) { ray_gun_hit = true; } else if ( mod == "MOD_GRENADE_SPLASH" ) { if ( amount >= 90000 ) { doll_hit = true; } else if ( attacker GetCurrentWeapon() == "crossbow_explosive_upgraded_zm" ) { crossbow_hit = true; } } if ( ray_gun_hit && doll_hit && flag( "thundergun_hit" ) ) { flag_set( "weapons_combined" ); level thread soul_release( self, trig.origin ); return; } } } } thundergun_check( model, trig, weapon_combo_spot ) { model endon( "death" ); while (1) { self waittill( "weapon_fired" ); if ( self GetCurrentWeapon() == "thundergun_upgraded_zm" ) { if ( DistanceSquared( self.origin, weapon_combo_spot.origin ) { vector_to_spot = VectorNormalize( weapon_combo_spot.origin - self GetWeaponMuzzlePoint() ); vector_player_facing = self GetWeaponForwardDir(); angle_diff = acos( VectorDot( vector_to_spot, vector_player_facing ) ); if ( angle_diff { flag_set( "thundergun_hit" ); RadiusDamage( trig.origin, 5, 1, 1, self ); } } } } } kill_trig_on_death( trig ) { self waittill( "death" ); trig delete(); if( flag( "thundergun_hit" ) && !flag( "weapons_combined" ) ) { level thread play_egg_vox( "vox_ann_egg6p1_success", "vox_gersh_egg6_fail2", 7 ); } else if( !flag( "weapons_combined" ) ) { level thread play_egg_vox( undefined, "vox_gersh_egg6_fail1", 6 ); } flag_clear( "thundergun_hit" ); } soul_release( model, origin ) { soul = Spawn( "script_model", origin ); soul SetModel( "tag_origin" ); soul PlayLoopSound( "zmb_egg_soul" ); fx = PlayFXOnTag( level._effect["gersh_spark"], soul, "tag_origin" ); time = 20; model waittill( "death" ); level thread play_egg_vox( "vox_ann_egg6_success", "vox_gersh_egg6_success", 9 ); level thread wait_for_gersh_vox(); soul MoveZ( 2500, time, time - 1 ); wait( time ); soul Delete(); wait(2); level thread samantha_is_angry(); } wait_for_gersh_vox() { wait(12.5); players = GetPlayers(); for ( i=0; i { players[i] thread reward_wait(); } } reward_wait() { while ( !is_player_valid( self ) || ( self UseButtonPressed() && self in_revive_trigger() ) ) { wait( 1.0 ); } level thread maps\_zombiemode_powerups::minigun_weapon_powerup( self, 90 ); } play_egg_vox( ann_alias, gersh_alias, plr_num ) { if( IsDefined( ann_alias ) ) { level maps\zombie_cosmodrome_amb::play_cosmo_announcer_vox( ann_alias ); } if( IsDefined( gersh_alias ) ) { level maps\zombie_cosmodrome_amb::play_gersh_vox( gersh_alias ); } if( IsDefined( plr_num ) ) { players = get_players(); rand = RandomIntRange( 0, players.size ); players[rand] maps\_zombiemode_audio::create_and_play_dialog( "eggs", "gersh_response", undefined, plr_num ); } } samantha_is_angry() { playsoundatposition( "zmb_samantha_earthquake", (0,0,0) ); playsoundatposition( "zmb_samantha_whispers", (0,0,0) ); wait(6); level clientnotify( "sia" ); playsoundatposition( "zmb_samantha_scream", (0,0,0) ); } Have all of the code then... ;) -
LOL well first of all creating a topic just for this? Second didn't treyarch say that the easter egg was complete? That the code wouldn't change with an update? I remenber reading that somewhere... And c'mon ALL THIS FOR 90 SECOND DEATH MACHINES? If it is over and just ends in the next Map Pack or whatever I'll be even more dissapointed at treyarch then I am right now...
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Altough that idea of spelling "Yuri" or "Samantha" is good and all, none of those are in the actual code... Sorry.
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