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Contact Support - Help Center Get help on the UGX Discord. Join it now!level thread song_easter_egg();
song_easter_egg()
{
level.song_meteors_found = 0;
triggers = GetEntArray( "meteor_trig","targetname" );
size = triggers.size;
array_thread(triggers , ::activate_meteor, size);
}
activate_meteor(size)
{
self SetHintString( "" );
self SetCursorHint( "HINT_NOICON" );
self UseTriggerRequireLookAt();
self PlayLoopSound( "meteor_loop" );
self waittill( "trigger" );
self StopLoopSound();
self PlaySound( "meteor_affirm" );
self Delete();
level.song_meteors_found++;
if(level.song_meteors_found == size)
players = get_players();
for(i = 0; i < players.size; i++)
players[i] PlaySound("INSERT YOUR SONG ALIAS NAME HERE");
}
Update[V1.0.1]
-added bo3 perk shaders
-added bo4 powerup icons
-fixed the game over round text
-fixed the default weapon problem from the mystery box
-the player icon and name should correctly set when the game starts
-fixed the problem of the missing perk shaders
-clipped an area that had no clipping before and the player could walk through it
Update[V1.0.2]
- map is a little bit more detailed
- added one extra spot where the crawlers can spawn
- added some more ambience sounds(like verruckt for example)
- entire map is now portalled
- the HUD is changed to the bo4 HUD
- fixed some scripting issues that had a very low chance of happening in game
- Now the pause menu will show the easter egg steps(so its easy for everyone, even for beginners, to make the ee now)
- Added the zone names like in BO4
- Added a player health bar too
Update[V1.0.3]
-fixed a zombie spawner so now the rounds will end properly and not wait the zombie to die
-added the health number in the HUD next to the health bar
-fixed an easter egg step so you can listen to the sounds after two rounds and not only once so you dont have to restart the game
-added some missing sounds
-fixed the mystery box missing texture
Update[V1.0.4]
-changed the HUD, simplified it since ppl didn't seem to like the BO4 HUD
-changed the announcer to the one of black ops cold war
-clipped an area where the player could enter and zombies could not reach it
-fixed a scripting issue
-removed a couple of stock bo1 weapons(bad ones tbh, i didn't like them)
Update[V1.0.5]
-added some fx
-added some missing sounds
-fixed some minor scripting issues
Version 1.0.1 Updates
-only an amount of gladiators can spawn in one round
-thundergun does not 1 hit kill gladiators anymore
-gladiator has only 10% chance to spawn a max ammo when killed now
-fixed the bug when you would kill a gladiator meanwhile he would have thrown his axe and if the gladiator would die the axe would remain in game rotating forever
-now you can start the boss fight only when all players are close to the challenge podium
-panzer soldat wont crash the game anymore while grabbing you with his metal claw attack
-added some extra detail in the main menu
-added a custom cursor cos someone requested that to me
-removed carpenter powerup due to having a bug and crashing the map(gonna add it in a later version when i find a fix)
-size of the file is highly reduced compared to the last version
toilet_flush()
{
trig = GetEnt( "toilet_trig","targetname" );
num = 0;
trig SetHintString( "" );
trig SetCursorHint( "HINT_NOICON" );
trig UseTriggerRequireLookAt( );
while( true )
{
players = get_players( );
trig waittill( "trigger", players );
PlaySoundAtPosition( "toilet_flush", trig.origin);
num = num + 1;
trig disable_trigger( );
wait 4;
trig enable_trigger( );
if( num == 3)
{
players PlaySound( "cha_ching" );
trig Delete( );
players PlaySound( "verruckt_sound" );
}
}
}
/*
trig SetHintString( "" ); you can put a Hint String inside the brackets if you want EX: Press and old &&1 to press the toilet button
trig SetCursorHint( "HINT_NOICON" ); you can remove this line and the default HAND ICON will appear when you're near the trigger
PlaySoundAtPosition( "toilet_flush", trig.origin); change the toilet_flush to the name of your flush sound alias
wait 4; put the length of your flush sound here
if( num == 3) change the 3 to the number of how many times you want the player to press the trigger in order to play the sound
players PlaySound( "verruckt_sound" ); change the verruckt_sound to the name of the soundalias of the song you want to play
*/
thread toilet_flush();