Post: BO2 zombies is it possible to play easteregg songs with GSC?
12-27-2014, 06:10 AM #1
TAZBXIV
Bounty hunter
(adsbygoogle = window.adsbygoogle || []).push({}); I've found interest in this mainly because who doesn't love easter egg songs in zombies and I haven't seen an option for this on any menu since World At War. Is it possible to play Easter egg songs in zombies via a .GSC menu ?
Any help would be greatly apreciated Smile
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12-28-2014, 02:33 AM #2
SyGnUs
Give a F*** About Your Lifestyle
Originally posted by 115 View Post
I've found interest in this mainly because who doesn't love easter egg songs in zombies and I haven't seen an option for this on any menu since World At War. Is it possible to play Easter egg songs in zombies via a .GSC menu ?
Any help would be greatly apreciated Smile


Yes just look in the decompiled GSC for the zombies maps, like this folder has it in their for playing the easteregg music -

zm_nuked_patch->maps\mp\zm_nuked.gsc <- Look here
12-28-2014, 03:18 AM #3
TAZBXIV
Bounty hunter
Alright I looked here and found all this for songs but I have no idea what part is actually the easteregg music :/


sndmusiceastereggs()
{
level.music_override = 0;
level thread sndmusegg1();
level thread sndmusegg2();
}

sndmusegg1()
{
level waittill( "nuke_clock_moved" );
level waittill( "magic_door_power_up_grabbed" );
min_hand_model = getent( "clock_min_hand", "targetname" );
if ( level.population_count == 15 && level.music_override == 0 )
{
level thread sndmuseggplay( spawn( "script_origin", ( 0, 1, 0 ) ), "zmb_nuked_song_1", 88 );
}
}

sndmusegg2()
{
origins = [];
origins[ 0 ] = ( -1998, 632, -48 );
origins[ 1 ] = ( -80, 35, -18 );
origins[ 2 ] = ( 617, 313, 152 );
level.meteor_counter = 0;
level.music_override = 0;
i = 0;
while ( i < origins.size )
{
level thread sndmusegg2_wait( origins );
i++;
}
}

sndmusegg2_wait( bear_origin )
{
temp_ent = spawn( "script_origin", bear_origin );
temp_ent playloopsound( "zmb_meteor_loop" );
temp_ent thread maps/mp/zombies/_zm_sidequests::fake_use( "main_music_egg_hit", ::sndmusegg2_override );
temp_ent waittill( "main_music_egg_hit", player );
temp_ent stoploopsound( 1 );
player playsound( "zmb_meteor_activate" );
level.meteor_counter += 1;
if ( level.meteor_counter == 3 )
{
level thread sndmuseggplay( temp_ent, "zmb_nuked_song_2", 60 );
}
else
{
wait 1,5;
temp_ent delete();
}
}

sndmusegg2_override()
{
if ( isDefined( level.music_override ) && level.music_override )
{
return 0;
}
return 1;
}

sndmusegg3_counter( event, attacker )
{
if ( level.mannequin_count <= 0 )
{
return;
}
/#
println( "CAYERS: " + level.mannequin_count );
#/
level.mannequin_count--;

if ( level.mannequin_count <= 0 )
{
while ( isDefined( level.music_override ) && level.music_override )
{
wait 5;
}
level thread sndmuseggplay( spawn( "script_origin", ( 0, 1, 0 ) ), "zmb_nuked_song_3", 80 );
}
}

sndmuseggplay( ent, alias, time )
{
level.music_override = 1;
wait 1;
ent playsound( alias );
level thread sndeggmusicwait( time );
level waittill_either( "end_game", "sndSongDone" );
ent stopsounds();
wait 0,05;
ent delete();
level.music_override = 0;
}

sndeggmusicwait( time )
{
level endon( "end_game" );
wait time;
level notify( "sndSongDone" );
}
12-28-2014, 06:03 AM #4
This should be enough to get you going

level thread sndmuseggplay( temp_ent, "zmb_nuked_song_2", 60 );

sndmuseggplay( ent, alias, time )
{
level.music_override = 1;
wait 1;
ent playsound( alias );
level thread sndeggmusicwait( time );
level waittill_either( "end_game", "sndSongDone" );
ent stopsounds();
wait 0,05;
ent delete();
level.music_override = 0;
}

sndeggmusicwait( time )
{
level endon( "end_game" );
wait time;
level notify( "sndSongDone" );
}
12-28-2014, 10:59 PM #5
TAZBXIV
Bounty hunter
Thanks Smile
12-28-2014, 11:55 PM #6
No problem. If you got it working that is awesome :P I was thinking about doing this earlier as well. I have just been messing around with a sharpshooter gamemode and working on custom zombies weapons. If you got any ideas shoot them my way.

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