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Hey everybody. So as everybody knows there is the big easter egg where you follow the 8 steps and get the death machine bla bla bla. Anyway I have been searching, watching videos, watching live streams, just overall people trying theories and im going to be honest here. NONE OF THEM WORK! The only problem i have is how anti climactic this is. It makes sense that there is more but sadly i don't think there is. I think we are going to have to wait until the next map pack and then more information will be released or new easter egg etc. What also we have to wait for is for josh olin or tre arch to confirm anything. Josh Olin has said that the landers take you to a secret place, or when interviewed he smiled when asked about ascension zombies (sorry don't have the video). Now what i'm going to do is show you the COMPLETE easter egg code and going to highlight the key things that are most discussed about.

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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 ] 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.pressed ) && switches.pressed )

{

pressed++;

}

}

if ( pressed == 4 )

{

flag_set( "switches_synced" );

for ( i=0; i

{

playsoundatposition( "zmb_misc_activate", switches.origin );

}

return;

}

wait( 0.05 );

}

switch( pressed )

{

case 1:

case 2:

case 3:

for ( i=0; i

{

playsoundatposition( "zmb_deny", switches.origin );

}

break;

}

for ( i=0; i

{

switches.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 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 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 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 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) ):

-----------------------------------------------------------------------------------------

Ok! So now if you read all of that then here you go [brains] :P

Anyway down to buisness. First is " H.I.T.S.A.M " and " H.Y.E.N.A " . What could these mean, is it possible that they are there as alternate ideas for initiating the next step and tre arch had left them in the code accidently or just to lazy to do it. Who knows but anyway I think this is the key (if there is one) to doing the easter egg and COMPLETING IT. I have seen a live stream where the 4 of them had gotten hitsam and hyena then luna. Sadly luna was the only trigger.

What else. THE DEATH MACHINE :D! We all know that we get 90 seconds with those godly zombie killing MO*H** F**KERS! :D . But what everybody had thought is that you go to the pack a punch machine or shoot the genrator on the wall but all of these don't work and have been confirmed. So don't waste your time and don't look like an idiot saying you gotta do those. So if you read in the code at the end it does say something about the code word " death " which is death machine obviously.

Finnaly at the end it says samantha screams bla bla bla. THIS IS WHAT HAPPENS. AS I WAS WATCHING LIVESTREAM I WAS LOOKING AT CODE AND WATCHED/LISTENED AND CONFIRMED THAT ALL OF THIS DOES HAPPEN WATCH ANY VIDEO ON IT. So i guess this is the end of the easter egg!

Please give your responses to this and I may sound like I want all this commotion to end but i don't! I love seeing different theories but what i don't like is people re posting the same thing about going to pack a punch OVER 9000 times. Anyway I hope that this clears up soon because i am VERY anxious to see what happens. Thanks!

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(Gamertag) xi MaGiCxx

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To play devil's advocate with your theory...I take the stand that perhaps that is not the only code dealing with that Easter Egg.

Having some programming in my past, it is generally acceptable to bunch all code together dealing with one event. IE: Easter egg is all in one section of the code. This makes its programming easier to find and quicker to load when it is running. (Meaning the easter egg programming is together, the programming for the song is together, the programming for the MB Layout, etc...)

However, I have yet to see the entire protocol programming of the ENTIRE MAP anywhere. While I'm sure it is tied somewhat to the in-game zombie programming of the built in maps (to save space) I do see some vastly different programming for Ascension.

1. Zombie Gymnastics: Now they roll, jump like superman, and moonwalk like MJ Himself...This is new behavior for the zombies which the map must have overwritten.

2. Easier time with Wonder/Super weapons: Basically, the easter egg needs Gersh devices, TG's, etc...so they appear more often. In getting to level 41 in kino, with 4 people hitting the box every round, it was round 23 before we saw monkeys. in Ascension, the odds are better of one or more people getting Gersh devices. Same game we didn't get TG until 28, Ascension I have it almost every time before 15.

I point this out to say, they changed programming in this map...and I'd like to see the entire programming. Why?

Because there could be more easter egg programming hidden elsewhere in the game. There are a lot of flags that are tripped to trigger the end of the easter egg. All it would take to trigger another phase is "If [insert flag name here] =1 (allow [next easter egg])

In essence, you have to do easter egg 1 before 2. To do part 2. This is why I'd like to see the whole programming...to find part 2 if it exists. Yes, thats probably millions of lines of code, but I'm up for it.

I do think its too anti-climactic for that to be the end, and I choose to be optimistic of the future, and believe that there is more. Maybe the code is incomplete? A future patch may add the final equations. Maybe hitsam and Hyena are false leads to throw off the hackers. Maybe this whole thing is to keep us guessing and away from Halo.

Who knows.....

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Yeah that makes sense, i'm only 14 so all programming makes no sense to me jss. :facepalm:

But anyway re visiting your points. The code that i have given is obviously not the whole code yes. But really it's the only code that is out there for ascension (until pc version comes out). So really it's just a sitting game to see whats going to happen in the future. But i know somebody is going to discover on the pc because its easier to hack and no clip etc.

Also is there anyway that you could just run through the code and just highlight some of the key things that most people would miss. For example a small step or a specific something to do.

btw... [brains] to you :)

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