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wonderboy_3856

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About wonderboy_3856

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  1. On tha real, I've been awake for 36 hours straight working... BUT I wanted to post this before I go to sleep, becuase as soon as I get up I go back to work! I've been deprived of forum time and it's a pretty sad story... rambling. Sorry. Forgive me for my current inability to link thoughts together and not making a more in depth post. I just feel that this discovery needed to be shared. My roomate and I play splitscreen all the time (it's a 62' so don't give me hell for split screening lol) and twice I've noticed the following results. Once was offline just us and the second time was online with a group of three.. which may be a key factor. Because we had inadequate players to complete the monkey round node, we stopped doing anything with the easter egg after capturing the generater and activating the first node. We continued slaying for hours on end and during all these rounds the Centerfuge has not spun at all. Both games we activated the node somewhere between rounds 7 and 10. Now here's the fun part. In both of these games somewhere in the early 30's I activated the fire trap near StaminUp, and shortly after (not sure if in that same round or the next) the centerfuge resumed its periodic siren alert and spinning. I have neither the time nor energy to theorize right now as to how this is relevant. Anywho, like I said we've seen this result twice so it was not a glitch. Sd s sd zzzzzzzzzzzz *droolz on keyboard* Night.
  2. I know this thread is old but I had another thought that I wanted to add on the sacrifice theory. I feel like we have been overlooking the significance of three actions we regularly perform in almost every game of ascension we play. 1. Turning on the power 2. Riding landers from each location to launch rocket 3. Actually launching rocket to access PAP I realize that Treyarch is obviously not going to let us board the rocket and ride to the moon (although it would be epic), but I think the rocket's launch (or ascension) is a pivitol part of the easter egg. I meniton these three actions because they all effect the launch sequence. When we turn the power on the rocket is elevated by that arm and we hear "awaiting launch protocall 1, 3, 2, 5, 5". Then once we ride the lander from each location we hear "launch protocall received, perfoming integrity check" and the arm is lowered. Forgive me for not having a specific application to everything we already know, but obviously waiting to turn on the power makes things more difficult (sacrifice) as we can't buy perks: Also I am not sure when the best time to finally launch the rocket would be but the longer we go without PAP weapons the more of a "sacrifice" we are making. Sorry to bring back an old thread, I just needed to ramble some thoughts off.
  3. An earlier post gave all the coding for what we’ve accessed thus far (PLEASE READ VERY IMPORTANT~ I guess this is the end ): ?). I’ve 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 we’ll 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 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; I’m 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 isn’t 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 thread reward_wait(); **If done properly, rewards would be given soon**} } reward_wait() { while ( !is_player_valid( self ) || **Possibly “!” meaning player isn’t 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 doesn’t 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 I’d like to make a few suggestions based on what we’ve 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 ) { 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 ); 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. I’m 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.
  4. My roommate and I play this pretty often on Split Screen because we usually have to pause and then leave it unattended and resume later. I do not know if it was just a glitch in our particular game but we witnessed something notable. We obtained the Gersh device pretty early on, probably between 10-15, and did the first couple steps to the easter egg. We knew we would get stuck on the buttons because we didn't have four people but we just did it for grins, our mission was/is killin zombs. I noticed that the centerfuige no longer spun. I was like huh, maybe because we started the easter egg and did not finish it, it won't spin anymore. We continued playing (and it's actually still paused, going on 5 days lol) and finally during round 41 it started spinning again. I don't know why it would randomly start again, which made me wonder if it was all a glitch.. We left it paused on 44 so I haven't gotten to try to recreate it cause I want to finish this game eventually as it is my highest round to date. In Summary, has anyone else seen the device stop spinning throughout the duration of the easter egg? If so does it start working again after the DM step? ***Edit: I believe around 40 or 41 was the first time we set a trap. Specifically the trap near Staminup***
  5. Is it just me or when they were riding the lander with the DMs as the entered the centerfuige room all the color faded away for a second or two. Does this always happen? I don't remember it happening other than the very beginning. Perhaps it's not the moon that they hit but all those lights on that scafold looking thing. He looks down and then back up at the last moment and seems to hit the lights before the lander enters the hole... then the color is gone momentarily.
  6. Okay so I'm relatively new to the COD franchise. And have recently got an xbox (first new console since PS2 8 yrs ago) and I'm terribly obsessed with figuring this thing out. Unfortunately I do not have a team, nor time to dedicate but I wanted to add a thought to this sacrifice theory. I read somewhere (can't re-find it) that energy was needed for the 8th step, not "power"; when the monkeys explode they release energy. I don't know if it's even possible to survie it, but what about letting the monkeys steal all the perks and then kiteing/hording them into a group and capturing them with the gersh device? Possibly following them with a couple zeus cannon rounds to kill them. I don't know I could be way off, but wanted to add some perspective.
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