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Deveducer

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Posts posted by Deveducer

  1. My theory is that 115 can pollute water, as we have seen in Siberia with George, and up until a point, I believe I've read that Alcatraz was without water, leading me to think they somehow slightly distilled ocean water, but didn't remove the element 115, leading to many infections. Maybe the started throwing zombies over the bridge or something to dispose of them, I don't know.

  2. Here's my shot in the dark: Since we know that the time period could be ~1935 (golden gate bridge construction), and the zombie eyes are red (Samantha nor Richtofen can be in control), so maybe while in purgatory, we are the ones in control, influencing the zombies' motives and controlling the game. Purgatory does sound an awful lot like the aether, maybe a theory is that the influence happens when the controller is in the MPD, a possible gateway to the aether, also known as purgatory while controlling the zombie?

    I'm not sure. We'll have to wait and see, I guess.

  3. Ok, so recently I was wondering around in the code for Shangri La's easter eggs (I already know the easter eggs for Shangri La, so I am not gaining anything) and found a few interesting lines of code.


    declare_sidequest_icon( "sq", "anti115", "zom_hud_icon_meteor" );
    
    Quick Explanation, initiate icon in inventory with the variable name anti115. Use the image resource zom_hud_icon_meteor.
    

    reward()
    {
    level notify("temple_sidequest_achieved");
    self add_sidequest_icon("sq", "anti115");
    for(i = 0; i {
    if(!self HasPerk(level._sq_perk_array[i]))
    {
    self playsound( "evt_sq_bag_gain_perks" );
    self maps\_zombiemode_perks::give_perk(level._sq_perk_array[i]);
    wait(0.25);
    }
    }
    self._retain_perks = true;
    
    Quick Explanation - Give 7 perks, set to permanent, and give achievement
    

    anti115 = GetEnt("sq_anti_115", "targetname");
    anti115 Show();
    
    

    anti115 = GetEnt("sq_anti_115", "targetname");
    anti115 thread spin_115();
    anti115 PlayLoopSound( "zmb_meteor_loop" );
    exploder(520);
    trigger = Spawn( "trigger_radius_use", anti115.origin, 0, 32, 72 );
    trigger SetCursorHint( "HINT_NOICON" );

    
    Quick Explanation - Spawn the rock, make it spin, make a looping sound to signify the rock's location.
    

    if( IsPlayer(who) && !IsDefined(who._has_anti115))
    {
    who._has_anti115 = true;
    who PlaySound( "zmb_meteor_activate" );
    
    

    Quick Explanation - if a player has the rock, play a meteor sound.

    These are only a few. Are the Treyarch coders just naming it what they want? Or are we seeing another leak like when the Shrink Ray was found in the game coding?

    EDIT: Could he be using this to save somebody, or perhaps save the Illuminati?

    -Deveducer

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