Mini Easter Egg With Shooting Letters From Extinction
Game Modding | Call of Duty: Black Ops 3 | Scripting
ModmeBot :
Thread By: MJPW Hi there! Im needing help with a script to make a simple Easter Egg where if the player shot certain letters on a sign in the correct order a door would open to a hidden item. This is much like the LOL Easter Egg from Point Of Contact except like I mentioned its for a hidden door. Lets say the word spelled "FIDO" well they would need to shoot F I D and O in that order or it would reset. I think it would work better with triggers that way you could drag a trigger damage over just the letter.
ModmeBot :
Reply By: mathfag I made a similar ee but to shoot 935 in order on a number pad on my map "935 forest" if you want to test it out. Here's the script. It's horribly written but might help you. n = needed d = done
#using scripts\zm\_zm_score;
#using scripts\shared\flag_shared;
#using scripts\shared\util_shared;
#using scripts\codescripts\struct;
#using scripts\custom\forest\ee_teddys;
function init ()
{
level . shootable_1n = 2 ;
level . shootable_1d = 0 ;
level . shootable_3n = 1 ;
level . shootable_3d = 0 ;
level . shootable_5n = 1 ;
level . shootable_5d = 0 ;
level . shootable_9n = 1 ;
level . shootable_9d = 0 ;
level thread SDFM_Debug ();
level thread shootable_9 ();
//level thread shootable_1();
level thread all_to_zero ();
}
function SDFM_Debug ( string )
{
if ( isDefined ( level . SDFMdebug ) & amp ; & amp ; level . SDFMdebug )
iprintlnbold ( "^6Debug:^7 " + string );
}
function shootable_9 ()
{
trig_935115_9 = GetEnt ( "mee_935_9" , "targetname" );
trig_935115_9 SetHintString ( "" );
trig_935115_9 SetCursorHint ( "HINT_NOICON" );
level . shootable_9d = 0 ;
level . shootable_3d = 0 ;
level . shootable_5d = 0 ;
while ( 1 )
{
trig_935115_9 waittill ( "trigger" , player );
level . shootable_9d = 0 ;
level . shootable_9d ++ ;
SDFM_Debug ( "9 shot" ); // Not Needed
thread shootable_9done ( player );
}
}
function shootable_9done ( player )
{
self endon ( "115music" );
self endon ( "935" );
while ( 1 )
{
self waittill ( level . shootable_9d & gt ; = level . shootable_9n );
if ( level . shootable_9d == level . shootable_9n )
{
// What ever code you want to execute once all shootables are collected
SDFM_Debug ( "9" );
player PlaySound ( "ninethree_accept" + randomintrange ( 0 , 1 ));
level . shootable_3d = 0 ;
level . shootable_5d = 0 ;
level thread shootable_3 ();
}
else
{
player PlaySound ( "ninethree_fail" );
level notify ( "935" );
level thread shootable_9 ();
}
break ;
}
}
function shootable_3 ()
{
self endon ( "115music" );
self endon ( "935" );
trig_935115_3 = GetEnt ( "mee_935_3" , "targetname" );
trig_935115_3 SetHintString ( "" );
trig_935115_3 SetCursorHint ( "HINT_NOICON" );
while ( 1 )
{
trig_935115_3 waittill ( "trigger" , player );
level . shootable_3d = 0 ;
level . shootable_3d ++ ;
SDFM_Debug ( "3 shot" ); // Not Needed
thread shootable_3done ( player );
}
}
function shootable_3done ( player )
{
self endon ( "115music" );
self endon ( "935" );
while ( 1 )
{
self waittill ( level . shootable_3d & gt ; = level . shootable_3n );
if ( level . shootable_3d == level . shootable_3n & amp ; & amp ; level . shootable_9d == level . shootable_9n )
{
// What ever code you want to execute once all shootables are collected
SDFM_Debug ( "3" );
player PlaySound ( "ninethree_accept" + randomintrange ( 0 , 1 ));
level . shootable_5d = 0 ;
level thread shootable_5 ();
}
else
{
player PlaySound ( "ninethree_fail" );
level notify ( "935" );
level thread shootable_9 ();
}
break ;
}
}
function shootable_5 ()
{
self endon ( "115music" );
self endon ( "935" );
trig_935115_5 = GetEnt ( "mee_935_5" , "targetname" );
trig_935115_5 SetHintString ( "" );
trig_935115_5 SetCursorHint ( "HINT_NOICON" );
while ( 1 )
{
trig_935115_5 waittill ( "trigger" , player );
level . shootable_5d = 0 ;
level . shootable_5d ++ ;
SDFM_Debug ( "5 shot" ); // Not Needed
thread shootable_5done ( player );
}
}
function shootable_5done ( player )
{
self endon ( "115music" );
self endon ( "935" );
while ( 1 )
{
self waittill ( level . shootable_5d & gt ; = level . shootable_5n );
if ( level . shootable_5d == level . shootable_5n & amp ; & amp ; level . shootable_9d == level . shootable_9n & amp ; & amp ; level . shootable_3d == level . shootable_3n )
{
// What ever code you want to execute once all shootables are collected
SDFM_Debug ( "5" );
player PlaySound ( "mee_obj_spawn" );
level thread ninethree_done ();
wait ( 5 );
player PlaySound ( "vox_play_game" );
}
else if ( level . shootable_5d == level . shootable_5n & amp ; & amp ; level . shootable_1d == level . shootable_1n )
{
level . shootable_1d = 0 ;
player PlaySound ( "oneone_done" );
level notify ( "115music" );
level notify ( "935" );
SDFM_Debug ( "numbers" + "1=" + level . shootable_1d + " 5=" + level . shootable_5d );
level thread all_to_zero ();
level thread oneone_done ();
}
else
{
// player PlaySound("ninethree_fail");
level notify ( "935" );
level thread shootable_9 ();
}
break ;
}
}
function ninethree_done ( player )
{
self endon ( "115music" );
trig_935115_1 = GetEnt ( "mee_935_1" , "targetname" );
trig_935115_3 = GetEnt ( "mee_935_3" , "targetname" );
trig_935115_5 = GetEnt ( "mee_935_5" , "targetname" );
trig_935115_9 = GetEnt ( "mee_935_9" , "targetname" );
while ( 1 )
{
self waittill ( level . shootable_9d & gt ; = level . shootable_9n & amp ; & amp ; level . shootable_5d & gt ; = level . shootable_5n & amp ; & amp ; level . shootable_3d & gt ; = level . shootable_3n );
if ( level . shootable_9d == level . shootable_9n & amp ; & amp ; level . shootable_3d == level . shootable_3n & amp ; & amp ; level . shootable_5d == level . shootable_5n )
{
// What ever code you want to execute once all shootables are collected
SDFM_Debug ( "935 SHOT" );
level . shootable_9d = 0 ;
level . shootable_3d = 0 ;
level . shootable_5d = 0 ;
SDFM_Debug ( "numbers" + "1=" + level . shootable_1d + " 5=" + level . shootable_5d );
ee_teddys :: init ();
}
break ;
}
trig_935115_1 Delete ();
trig_935115_3 Delete ();
trig_935115_5 Delete ();
trig_935115_9 Delete ();
}
//ONEONE
function shootable_1 ()
{
self endon ( "115music" );
trig_935115_1 = GetEnt ( "mee_935_1" , "targetname" );
trig_935115_1 SetHintString ( "" );
trig_935115_1 SetCursorHint ( "HINT_NOICON" );
while ( 1 )
{
trig_935115_1 waittill ( "trigger" , player );
level . shootable_1d ++ ;
SDFM_Debug ( "1 shot" );
thread shootable_1done ( player );
}
}
function shootable_1done ( player )
{
self endon ( "115music" );
while ( 1 )
{
self waittill ( level . shootable_1d & gt ; = level . shootable_1n );
if ( level . shootable_1d == level . shootable_1n )
{
// What ever code you want to execute once all shootables are collected
SDFM_Debug ( "1 1" );
player PlaySound ( "ninethree_accept" + randomintrange ( 0 , 1 ));
level . shootable_5d = 0 ;
level thread shootable_5 ();
}
else if ( level . shootable_1d & gt ; level . shootable_1n )
{
player PlaySound ( "ninethree_fail" );
level . shootable_1d = 0 ;
level thread shootable_1 ();
}
break ;
}
}
function oneone_done ( players )
{
self endon ( "115music" );
trig_935115_1 = GetEnt ( "mee_935_1" , "targetname" );
while ( 1 )
{
self waittill ( level . shootable_1d & gt ; = level . shootable_1n & amp ; & amp ; level . shootable_5d & gt ; = level . shootable_5n );
if ( level . shootable_1d == level . shootable_1n & amp ; & amp ; level . shootable_5d == level . shootable_5n )
{
// What ever code you want to execute once all shootables are collected
SDFM_Debug ( "115 SHOT" );
players PlaySound ( "ninethree_fail" );
level . shootable_5d = 0 ;
SDFM_Debug ( "numbers" + "1=" + level . shootable_1d + " 5=" + level . shootable_5d );
level notify ( "115music" );
}
break ;
}
trig_935115_1 Delete ();
}
function all_to_zero ()
{
self waittill ( "115music" );
level . shootable_1d = 0 ;
level . shootable_3d = 0 ;
level . shootable_5d = 0 ;
level . shootable_9d = 0 ;
SDFM_Debug ( "numbers" + " 1=" + level . shootable_1d + " 3=" + level . shootable_3d + " 5=" + level . shootable_5d + " 9=" + level . shootable_9d );
}