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//Secret_Easter_Egg
Secret_trigger_1()
{
self.secret_trigger_num = 0;
trig1 = getEnt("secret_trigger","targetname");
trig1 setHintString("Press and hold &&1 To Buy One of Two Teddies[Cost:1000]");
trig1 waittill("trigger", player );
trig1 SetCursorHint( "HINT_NOICON" );
self.secret_trigger_num = self.secret_trigger_num + 1;
thread secret_door();
}
secret_trigger_2()
{
trig2 = getEnt("secret_trigger2","targetname");
trig2 setHintString("Press and hold &&1 To Buy One of Two Teddies[Cost:1000]");
trig2 waittill("trigger", player );
trig2 SetCursorHint( "HINT_NOICON" );
self.secret_trigger_num = self.secret_trigger_num + 1;
thread secret_door();
}
secret_door()
{
door = getEnt("secret_door","targetname");
if(self.secret_trigger_num == 2)
{
door movez(-500, 25);
wait 8;
door delete();
}
}
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |

//Secret_Easter_Egg
Secret_trigger_1()
{
zombie_cost = 1000;
self.secret_trigger_num = 0;
trig1 = getEnt("secret_trigger","targetname");
trig1 SetCursorHint( "HINT_NOICON" );
trig1 setHintString("Press and hold &&1 To Buy One of Two teddies [" + zombie_cost + "]");
trig1 waittill("trigger", player );
if( player.score >= zombie_cost )
player maps\_zombiemode_score::minus_to_player_score( zombie_cost );
trig1 delete();
self.secret_trigger_num = self.secret_trigger_num + 1;
trig2 = getEnt("secret_trigger2","targetname");
trig2 SetCursorHint( "HINT_NOICON" );
trig2 setHintString("Press and hold &&1 To Buy One of Two teddies [" + zombie_cost + "]");
trig2 waittill("trigger", player );
if( player.score >= zombie_cost )
player maps\_zombiemode_score::minus_to_player_score( zombie_cost );
self.secret_trigger_num = self.secret_trigger_num + 1;
trig2 delete();
//IPrintLN("self.secret_trigger_num.size");
if(self.secret_trigger_num == 2)
{
door = getEnt("secret_door","targetname");
door movez(-500, 25);
wait 8;
door delete();
}
}![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
OpenDoor()
{
door = getEnt("secret_door", "targetname");
door movez(-500, 25);
wait 8;
door delete();
}
SecretDoor()
{
TriggerCount = 0;
Cost = 1000;
trig1 = getEnt("secret_trigger","targetname");
trig1 SetCursorHint( "HINT_NOICON" );
trig1 setHintString("Press and hold &&1 To Buy One of Two teddies [" + Cost + "]");
trig2 = getEnt("secret_trigger2","targetname");
trig2 SetCursorHint( "HINT_NOICON" );
trig2 setHintString("Press and hold &&1 To Buy One of Two teddies [" + Cost + "]");
self thread WaiterTrig(trig1);
self thread WaiterTrig(trig2);
while(1)
{
self waittill("GotTrig");
if( self.score >= Cost )
{
self maps\_zombiemode_score::minus_to_player_score( Cost );
TriggerCount += 1;
}
if(TriggerCount == 2)
thread OpenDoor();
}
}
WaiterTrig( trig )
{
trig waittill("trigger", player );
trig delete();
self notify("GotTrig");
}![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() | Benevolent Soul who has our eternal gratitude and exclusive access to betas and the donator section of the forum. |
![]() BO3 Modtools Alpha | This user has access to the Black Ops 3 Modtools Alpha |
//Secret_Easter_Egg - Modified by Rollonmath42
Secret_trigger_1()
{
trigger1_cost = 1000;
trig1 = getEnt("secret_trigger","targetname");
trig1 SetCursorHint( "HINT_NOICON" );
trig1 setHintString("Press and hold &&1 To Buy One of Two teddies [" + trigger1_cost + "]");
trig1 waittill("trigger", player );
if( player.score >= trigger1_cost )
player maps\_zombiemode_score::minus_to_player_score( trigger1_cost );
trig1 delete();
flag_set("trigger1_door_activated");
//Now the games knows teddy 1 is activated
//self.secret_trigger_num = self.secret_trigger_num + 1;
}
Secret_trigger_2()
{
trigger2_cost = 1000;
trig2 = getEnt("secret_trigger2","targetname");
trig2 SetCursorHint( "HINT_NOICON" );
trig2 setHintString("Press and hold &&1 To Buy One of Two teddies [" + trigger2_cost + "]");
trig2 waittill("trigger", player );
if( player.score >= trigger2_cost )
player maps\_zombiemode_score::minus_to_player_score( trigger2_cost );
trig2 delete();
flag_set("trigger2_door_activated");
//Now the game knows teddy 2 is activated
}
secret_door()
{
door = getEnt("secret_door","targetname");
//Game will now wait for both teddys to be activated
flag_wait("trigger1_door_activated");
flag_wait("trigger2_door_activated");
door movez(-500, 25);
wait 8;
door delete();
//done :D
}//Rollonmath42 - Let's use flags instead of variables, I prefer using flags :P
flag_init("trigger1_door_activated");
flag_init("trigger2_door_activated");
//Make each trigger and the door it's own function
thread secret_trigger_1();
thread secret_trigger_2();
thread secret_door_1();