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billybobbeatdowns post
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billybobbeatdowns postPosted:
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Joined: Feb 05, 201113Year Member
Posts: 228
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Status: Offline
Joined: Feb 05, 201113Year Member
Posts: 228
Reputation Power: 8
An earlier post gave all the coding for what weve accessed thus far (PLEASE READ VERY IMPORTANT~ I guess this is the end ): ?). Ive been reading and re-reading this with great detail and found some great stuff. I will outline the obvious indicators we have not seen the end of this, as well as my interpretation of where we have been going wrong.
First well look at the beginning and end of the code to show that our results have not produced the correct outcome (For space conservation I will not repost the entire code, see the afore mentioned post for full code).
teleport_target_event();
reroute_power_event();
sync_switch_event();
pressure_plate_event();
lander_passkey_event();
weapon_combo_event();
level notify( "help_found" ); **Note it says Help Found**
These are the list of events, and the final outcome that we should encounter if all is done correctly. However, we are all familiar with this ending.
samantha_is_angry()
{
playsoundatposition( "zmb_samantha_earthquake", (0,0,0) );
playsoundatposition( "zmb_samantha_whispers", (0,0,0) );
wait(6);
level clientnotify( "sia" ); **Note Level notify Sam is angry not hp or help_found**playsoundatposition( "zmb_samantha_scream", (0,0,0) ):
It becomes obvious that we have been performing the weapon combo event incorrectly. Further evidence is as follows:
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.size; 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 );
The successful completion of this event hinges on which flags are set and how; Im not claiming to know exactly how it is done, but these flags are crucial. Above you can see correlation between the weapons combined and thundergun hit flags and their earned responses by either Gersh or Ann. I am guessing that if certain actions were done differently the order of the code and the code itself would differ. Another significant line is the last one in that section. It says create and play dialog eggs, gersh response, undefined, and plr_num I believe the undefined should instead be Ann_response.
One more blatantly obvious code that assures us this isnt the end is the section mentioning the player rewards. I will paste it one more time below so that I can type notes directly next to the code.
players = GetPlayers();
for ( i=0; i<players.size; i++ )
{
players[i] thread reward_wait(); **If done properly, rewards would be given soon**}
}
reward_wait()
{
while ( !is_player_valid( self ) || **Possibly ! meaning player isnt valid or rewardable **( self UseButtonPressed() && self in_revive_trigger() ) )
{
wait( 1.0 );
}
level thread maps\_zombiemode_powerups::minigun_weapon_powerup( self, 90 );
Then when the minigun powerup aka death machines are given, it does not mention the reward. As a matter of fact it doesnt mention reward again at all. This also may be the undefined in the previous paragraph rather than Ann_response. It almost looks like a downed player must be holding X or use, while another player revives him.
Now Id like to make a few suggestions based on what weve seen in the event code. One the player with the upgraded thundergun may have to walk directly into the black hole and then fire, or be at point blank/aiming down sights to fire. Or my favorite theory of all, walk through the black hole without ever firing the gun at all. Sounds crazy I know, but here is my logic on this:
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 )
The array thread defines what the players need to accomplish to set/clear the correct flags. Thundergun_check sounds a lot like withholding the power, or keeping the gun in check. The rest of my support for the thundergun suggestions are from this part of the coding.
if ( self GetCurrentWeapon() == "thundergun_upgraded_zm" )
{
if ( DistanceSquared( self.origin, weapon_combo_spot.origin ) < 90000 )
{
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 <= 10 )
{
flag_set( "thundergun_hit" );
RadiusDamage( trig.origin, 5, 1, 1, self );
Key items are distance from origin spot must be less than 90000 (vectors?), weapon muzzle point (aiming down sights?), player/weapon facing direction with 10 degree tolerance. Perhaps the player needs to go right up next to the gersh and ADS and then walk away. Or maybe if he shots it standing this close he will be the player that goes down and will be revived making players valid for reward. Notice the radius damage, seems to be significant.
Im done making suggestions as to how, I for one hate getting my hopes up with every new theory. My main goal here was to bring some attention to what the code has laid out right in front of us.
I rarely get to play with 4 people as I have a brutal work schedule, usually play solo or split screen, so please please let me know if this stuff gets tested/disproven. Clearly I have a vested interest in seeing this puzzle through. Please Leave a Comment Below to
Keep This Thread Alive As People Need To See This! Thank the topic and +Rep if you want
TTG_CoD_TTTG this is not my post it is billybobbeatdowns post am just trying to get it seen
Last edited by TTG_CoD_TTTG ; edited 2 times in total
First well look at the beginning and end of the code to show that our results have not produced the correct outcome (For space conservation I will not repost the entire code, see the afore mentioned post for full code).
teleport_target_event();
reroute_power_event();
sync_switch_event();
pressure_plate_event();
lander_passkey_event();
weapon_combo_event();
level notify( "help_found" ); **Note it says Help Found**
These are the list of events, and the final outcome that we should encounter if all is done correctly. However, we are all familiar with this ending.
samantha_is_angry()
{
playsoundatposition( "zmb_samantha_earthquake", (0,0,0) );
playsoundatposition( "zmb_samantha_whispers", (0,0,0) );
wait(6);
level clientnotify( "sia" ); **Note Level notify Sam is angry not hp or help_found**playsoundatposition( "zmb_samantha_scream", (0,0,0) ):
It becomes obvious that we have been performing the weapon combo event incorrectly. Further evidence is as follows:
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.size; 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 );
The successful completion of this event hinges on which flags are set and how; Im not claiming to know exactly how it is done, but these flags are crucial. Above you can see correlation between the weapons combined and thundergun hit flags and their earned responses by either Gersh or Ann. I am guessing that if certain actions were done differently the order of the code and the code itself would differ. Another significant line is the last one in that section. It says create and play dialog eggs, gersh response, undefined, and plr_num I believe the undefined should instead be Ann_response.
One more blatantly obvious code that assures us this isnt the end is the section mentioning the player rewards. I will paste it one more time below so that I can type notes directly next to the code.
players = GetPlayers();
for ( i=0; i<players.size; i++ )
{
players[i] thread reward_wait(); **If done properly, rewards would be given soon**}
}
reward_wait()
{
while ( !is_player_valid( self ) || **Possibly ! meaning player isnt valid or rewardable **( self UseButtonPressed() && self in_revive_trigger() ) )
{
wait( 1.0 );
}
level thread maps\_zombiemode_powerups::minigun_weapon_powerup( self, 90 );
Then when the minigun powerup aka death machines are given, it does not mention the reward. As a matter of fact it doesnt mention reward again at all. This also may be the undefined in the previous paragraph rather than Ann_response. It almost looks like a downed player must be holding X or use, while another player revives him.
Now Id like to make a few suggestions based on what weve seen in the event code. One the player with the upgraded thundergun may have to walk directly into the black hole and then fire, or be at point blank/aiming down sights to fire. Or my favorite theory of all, walk through the black hole without ever firing the gun at all. Sounds crazy I know, but here is my logic on this:
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 )
The array thread defines what the players need to accomplish to set/clear the correct flags. Thundergun_check sounds a lot like withholding the power, or keeping the gun in check. The rest of my support for the thundergun suggestions are from this part of the coding.
if ( self GetCurrentWeapon() == "thundergun_upgraded_zm" )
{
if ( DistanceSquared( self.origin, weapon_combo_spot.origin ) < 90000 )
{
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 <= 10 )
{
flag_set( "thundergun_hit" );
RadiusDamage( trig.origin, 5, 1, 1, self );
Key items are distance from origin spot must be less than 90000 (vectors?), weapon muzzle point (aiming down sights?), player/weapon facing direction with 10 degree tolerance. Perhaps the player needs to go right up next to the gersh and ADS and then walk away. Or maybe if he shots it standing this close he will be the player that goes down and will be revived making players valid for reward. Notice the radius damage, seems to be significant.
Im done making suggestions as to how, I for one hate getting my hopes up with every new theory. My main goal here was to bring some attention to what the code has laid out right in front of us.
I rarely get to play with 4 people as I have a brutal work schedule, usually play solo or split screen, so please please let me know if this stuff gets tested/disproven. Clearly I have a vested interest in seeing this puzzle through. Please Leave a Comment Below to
Keep This Thread Alive As People Need To See This! Thank the topic and +Rep if you want
TTG_CoD_TTTG this is not my post it is billybobbeatdowns post am just trying to get it seen
Last edited by TTG_CoD_TTTG ; edited 2 times in total
#2. Posted:
Status: Offline
Joined: Nov 29, 201014Year Member
Posts: 29
Reputation Power: 2
Status: Offline
Joined: Nov 29, 201014Year Member
Posts: 29
Reputation Power: 2
Did you really just copy and paste the whole entire thing from here with no editing, or giving no credit to the real founder?
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