Post: My Kassimir Mechanism Theory
03-16-2011, 05:03 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); MY biggest sources and helpers: Waluigi. BOPxKUSH. sparticus. iitzzjohn from Se7enSins. If you post anymore helpful info, you will be credited to the post.

HINTS

Seeing many posts with great ideas makes me happy!

BTW: The PPSH is in this level. The Reaper i reffer to is the updraged PPSH 51!

But when i see something and have to think if they are possible
When you do the Nodes you do the rest it when u do node 7. Dont do the Death Machines. Dont use the perk stuff eather. Monkeys are important. I got this from heart and Sparticus so they get credit.

Steps. After Death Machines!
You can't do the Nodes backwards. You cant start with the Death Machines and go backwards because there is no orb to get the death machines. Understand?

Edit: The Pack a Punch machine just stopped? He said powering down and the perks lights went off and the Pack a Punch stopped? Then i went back to phd flopper and there was another generator???? It wasnt blinking but it had like a electrical current around it!

But the true thing is that dempsey say's we need to get back to where we came from.
But when i went over to the 1st lander and someone went to the escape pod: The glowing device with 4 lights.
Yes it is a russian escape capsule. it seems to be involved with an escape. anyway i was at the 1st lunar lander and someone was at the device at the back.

He hit x and i used the lander and dempsey said i can see the light but its too far away.
I also used hitsam and hyena and a qoute by Richtofen involved fluffy and and hitsam make's Richtofen say some interesting qoutes about her death.

EDIT: The main room has a significant importance according to demspsey. When i hit x on the escape pod dempsey said, "This one is broken lets go back to the one we used when we got here!". You need to get all 8 lights on, it is very difficult but we will do this!

Edit: When you look at the spotlights while using the landers they start to spark alot. Maybe this will give "MORE POWER" idk please make more breakthroughs.

Edit: I did hyena and when i used the box nickolia said "Wheres the reaper" which is the upgraded PPSH from WaW. OMG



SPARTICUS Wrote:: You are very warm. The main room does play a part as well as activating all the lights on the device. I will give you a cool fact since I like how far you've gotten.
The reaper is a gun you get at the end. When I say end I don't mean the end of zombies.
I mean when you finish the easter egg hunt[/size]


BOPxKush wrote:
RIDDLE(from SPARTACUS): A monkey realeses power (ENERGY) when shot and killed. What does a ********* need to turn on?

9 letter word that would need energy to turn on? Generator? Escape pod?Batteries?Richtofen?Spacesuit?

Lets try

EDIT: yes the ppsh must be availible. after i did the orb thing and varius other task i was niikolia and i used the box. it landed on the hk. he then sayd aww wheres the reaper?

EDIT: waluigi has uncovered devistating eveidence. richtofen is a key importance. the chained up door behind quick rvive is also important in the spawn room (notice the big spinning thing has a sign on it he said!)

The door behind the quick revive room is chained shut (can be opened but dont need phd flooper)!


WALUIGI:
The character in the SPACESUIT IS HELPFUL/NEEDED : more to come from him and sparta! LUGI:EXPLODING THE ROCKET IS NOT NEEDED!

EDIT: WALUIGI:HITSAM and HYENA will help out in the long run
also after spell luna after but listen to what your characters say when you collect HITSAM and HYENA.
also YOU WILL NEED TO REMEMBER WHAT YOUR CHARACTER SAYS WHEN YUO GET HITSAM and HYENA!


EDIT: waluigi"Ok guys we got extremely close and YES YOU CAN GET PAST THE PART with the orb without getting the deathmachine!
Its all about the right amount of power!
too much =fail and get death machines
too less= dude sayin you need more
You will need Upgraded Raygun(3 bullets), Upgraded Thundergun(2 bullets), Upgraded Crossbow(3 bullets), dolls(all 3), and gersh device!
Throw gersh device then throw another out by stamin up then use the required stuff on first gersh device on the orb then have some one pnh dive into the other gersh device!
SOMETHING WILL HAPPEN IF DID RIGHT AND NO NOT THE DEATH MACHINE! Sparticus got off for the night after we died so yeaa we will inform yall tomorrow.
N those that say sparticuz AHAHAHA DUMB*** here is your proof to the next step


Step 1: secure the keys
step 2:ascend from darkness
step 3rain fire
step 4:unleash the horde
Step 5: skewer the winged beast
step 6:weild a fist of iron
step 7: raise hell
step 8: freedom.

those all are steps in this easter egg . skewer the winged beast= blow up rocket. asend from darkness= computer idk if you guys can fgure more out but plz do !

EDIT:another 8th node:Buy PhD Flopper. Everyone must have it. Now, somebody must use a Gersch Device. Everybody dive from a high point into the Black Hole. You will be transported back to the main room The chained up door next to Quick Revive will be available for 1250. Inside is a gauge on a pad with several buttons. Next to it will be an inaccsessable door, blocked by a table. On the table is another Matryshka(?) Doll. The face is painted over in black. When you get to the gauge, you can press X. It says "Press X to lower security gauge". After doing that, an alarm will sound. The Mystery Man will say, "Good! You tuned off the security restrictions. I can get out of here!"

What i think is look up in the centrifuge room there are 12 lights on top that are out and there are 12 batteries i think there is a way to power them up with the monkies and batteries somehow the way i found this is look at the sign on the spinning thing the rocket is pointing up and we know we have to power something up right? soooooo y dnt we try this we should at least give it a shot 00 yea btw look up element 115 hitsam and hyena im sure we can figure something out right:y:[/COLOR]


Edit: I found some really good stuff 2day look at this quote made by Sparticus...

Make sure it's a monkey round. Have only the stamin up perk and then when the monkeys come down yourself so they start attacking you and not the perk machine. Then Lead them into the area where the orb is. Throw out a black hole on the glowing light and then have the hole suck up the monkeys. They should explode giving it energy. Jump in it.

Bam. There you go.

and...

Note when the monkeys are being sucked into the teleport you must shoot them in order to release their energy.

It gives the right amount of energy. Jump in the hole.


and also... now tht i think of it remember the pair of keys in the lander caller keyhole with a monkey bomb pic on it? welllll....

Step 1: secure the keys: Lander Caller or get on lander
step 2:ascend from darkness: fly on the lander
step 3rain fire: kill zombies in the air or throw grenades
step 4:unleash the horde:(?)
Step 5: skewer the winged beast:(?)
step 6:weild a fist of iron:(?)
step 7: raise hell(?)
step 8: freedom.(?)

it might not be much but remember on the video on the post i made about the landers the guy sed tht theres a secret tht involves the landers to hear when he sed tht fast foward to 2:20

Some more info:

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[ame="https://www.youtube.com/watch?v=WEjqeKs42ys&feature=player_embedded"]https://www.youtube.com/watch?v=WEjqeKs42ys&feature=player_embedded[/ame]

Skip to 2:20


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and also in Ascension, the landers are labeled Б (B), Д (D), Ф (F), which is weird bcuz sparky batteries are spelld SPДRKY!?

and on all 3 lunar lander callers, there are keys slotted into the machine. If one looks closely. They can see a picture of the Monkey Bomb's face on the key chain, which is strange, as there are no monkey bombs on this map.


I found something weird 2day i was walking out the pwer room where the box 1st spawns and as i was walking out the door to go back down stairs on the side where the stakeout is, i lookd up through the broken window to see nothing but clouds but when i kept walking and lookd through the non-broken window i seen a giant building connectd to the giant spotlight outside the map towards stamin up, but then when i walkd bakwards and lookd through the broken 1 again i saw nothing?! and it couldnt of been a reflection of the rocket because when i turnd around it didnt match how the building lookd through the non-broken window? could this be a just another glitch?the kassimir mechanism? this was weird ill put picture showing what im talking about 2day
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The following 12 users say thank you to JDP MODZz for this useful post:

badiban, DoOm-, Grimlock_79, IvanTheTerrible, Kristopherr, M_OK, Noonan90, Optimous_Meteor, RaStA_iLLuZioNz, ReK, Staaaff, x420XP
03-18-2011, 04:31 AM #20
The mystery man can also be woods....
03-18-2011, 07:00 AM #21
Originally posted by JDP
MY biggest sources and helpers: Waluigi. BOPxKUSH. sparticus. iitzzjohn from Se7enSins. If you post anymore helpful info, you will be credited to the post.

HINTS

Seeing many posts with great ideas makes me happy!

BTW: The PPSH is in this level. The Reaper i reffer to is the updraged PPSH 51!

But when i see somethings and have to think if they are possible
When you do the Nodes you do the rest it when u do node 7. Dont do the Death Machines. Dont use the perks stuff eather. Monkeys are important. I got this from heart and Sparticus so they get credit.

EDIT: The man you are saving is Weaver!!!!!
This man must be Weaver. idk if its true but i have read some information about how he was involved in a russian missle project!

Steps. After Death Machines!
You can't do the Nodes backwards. You cant start with the Death Machines and go backwards because there is no orb to get the death machines. Understand?

Edit: The Pack a Punch machine just stopped? He said powering down and the perks lights went off and the Pack a Punch stopped? Then i went back to phd flopper and there was another generator???? It wasnt blinking but it had like a electrical current around it!

But the true thing is that dempsey say's we need to get back to where we came from.
But when i went over to the 1st lander and someone went to the escape pod: The glowing device with 4 lights.
Yes it is a russian escape capsul. it seems to be involved with an escape. anyway i was at the 1st lunar lander and someone was at the device at the back.

He hit x and i used the lander and dempsey said i can see the light but its too far away.
I also used hitsam and hyena and a qoute by Richtofen involved fluffy and and hitsam make's Richtofen say some interesting qoutes about her death.

I think that the lights are activated by something outside of the map and involving the landers.
Picture of maxis and samantha and fluffy!!
Please discuss ideas and thank topic. Also if u find any small clue or anytiny anything please pm me and thank you like heart and sparticus and whoever has discovered other things that helped us get this far. We are near the end guys!


EDIT: The main room has a significant importance according to demspsey. When i hit x on the escape pod dempsey said, "This one is broken lets go back to the one we used when we got here!". You need to get all 8 lights on, it is very difficult but we will do this!

Edit: When you look at the spotlights while using the landers they start to spark alot. Maybe this will give "MORE POWER" idk please make more breakthroughs.

Edit: I did hyena and when i used the box nickolia said "Wheres the reaper" which is the upgraded PPSH from WaW. OMG



SPARTICUS Wrote:: You are very warm. The main room does play a part as well as activating all the lights on the device.


I will give you a cool fact since I like how far you've gotten.

The reaper is a gun you get at the end.

When I say end I don't mean the end of zombies.

I mean when you finish the easter egg hunt[/size]
EdiT: IMGsgtStiglitz has made a cool discovery. Maybe reznov is the mystery man you rescue??


BOPxKush wrote:
RIDDLE(from SPARTACUS): A monkey realeses power (ENERGY) when shot and killed. What does a ********* need to turn on?

9 letter word that would need energy to turn on? Generator? Escape pod?

Lets try

EDIT: Let me just say a huge thank you to Sparticus. he has helped me and all of you get this. he is one of the most important soucres. he is a great community helper and i <3 him noww

EDIT: yes the ppsh must be availible. after i did the orb thing and varius other task i was niikolia and i used the box. it landed on the hk. he then sayd aww wheres the reaper?

EDIT: iitzjohn has made a discovery that maybe the man on the intercom is the man in the portrait on kino der untoten!!

EDIT: waluigi has uncovered devistating eveidence. richtofen is a key importance. the chained up door behind quick rvive is also importanthe spawn room (notice the big spinning thing has a sign on it he said!)

The door behind the quick revive room is chained shut (can be opened but dont need phd flooper)!


WALUIGI:
The character in the SPACESUIT IS HELPFUL/NEEDED : more to come from him and sparta! LUGI:EXPLODING THE ROCKET IS NOT NEEDED!
WE ABOUT
TO THE ORB
EDIT: WALUIGI:HITSAM and HYENA will help out in the long run
also after spell luna after but listen to what your characters say when you collect HITSAM and HYENA.
also YOU WILL NEED TO REMEMBER WHAT YOUR CHARACTER SAYS WHEN YUO GET HITSAM and HYENA!


EDIT: waluigi"Ok guys we got extremely close and YES YOU CAN GET PAST THE PART with the orb without getting the deathmachine!
Its all about the right amount of power!
too much =fail and get death machines
too less= dude sayin you need more
You will need Upgraded Raygun(3 bullets), Upgraded Thundergun(2 bullets), Upgraded Crossbow(3 bullets), dolls(all 3), and gersh device!
Throw gersh device then throw another out by stamin up then use the required stuff on first gersh device on the orb then have some one pnh dive into the other gersh device!
SOMETHING WILL HAPPEN IF DID RIGHT AND NO NOT THE DEATH MACHINE! Sparticus got off for the night after we died so yeaa we will inform yall tomorrow.
N those that say sparticuz AHAHAHA DUMB*** here is your proof to the next step


Step 1: secure the keys
step 2:ascend from darkness
step 3rain fire
step 4:unleash the horde
Step 5: skewer the winged beast
step 6:weild a fist of iron
step 7: raise hell
step 8: freedom.

those all are steps in this easter egg . skewer the winged beast= blow up rocket. asend from darkness= computer idk if you guys can fgure more out but plz do !

EDIT:another 8th node:Buy PhD Flopper. Everyone must have it. Now, somebody must use a Gersch Device. Everybody dive from a high point into the Black Hole. You will be transported back to the main room The chained up door next to Quick Revive will be available for 1250. Inside is a gauge on a pad with several buttons. Next to it will be an inaccsessable door, blocked by a table. On the table is another Matryshka(?) Doll. The face is painted over in black. When you get to the gauge, you can press X. It says "Press X to lower security gauge". After doing that, an alarm will sound. The Mystery Man will say, "Good! You tuned off the security restrictions. I can get out of here!"

What i think is look up in the centrifuge room there are 12 lights on top that are out and there are 12 batteries i think there is a way to power them up with the monkies and batteries somehow the way i found this is look at the sign on the spinning thing the rocket is pointing up and we know we have to power something up right? soooooo y dnt we try this we should at least give it a shot 00 yea btw look up element 115 hitsam and hyena im sure we can figure something out right:y:[/COLOR]


Edit: I found some really good stuff 2day look at this quote made by Sparticus...

Make sure it's a monkey round. Have only the stamin up perk and then when the monkeys come down yourself so they start attacking you and not the perk machine. Then Lead them into the area where the orb is. Throw out a black hole on the glowing light and then have the hole suck up the monkeys. They should explode giving it energy. Jump in it.

Bam. There you go.

and...

Note when the monkeys are being sucked into the teleport you must shoot them in order to release their energy.

It gives the right amount of energy. Jump in the hole.


and also... now tht i think of it remember the pair of keys in the lander caller keyhole with a monkey bomb pic on it? welllll....

Step 1: secure the keys: Lander Caller or get on lander
step 2:ascend from darkness: fly on the lander
step 3rain fire: kill zombies in the air or throw grenades
step 4:unleash the horde:(?)
Step 5: skewer the winged beast:(?)
step 6:weild a fist of iron:(?)
step 7: raise hell(?)
step 8: freedom.(?)

it might not be much but remember on the video on the post i made about the landers the guy sed tht theres a secret tht involves the landers to hear when he sed tht fast foward to 2:20


My theory on the mystery man: Its Woods, he has "115" tatoo on his arm and 115 was made to create super soldiers .... He did survive and maybe tried to escape somehow......
03-18-2011, 11:05 AM #22
I AM A CRETIN
Bounty hunter
Originally posted by JDP
Step 1: secure the keys: Lander Caller or get on lander
step 2:ascend from darkness: fly on the lander
step 3rain fire: kill zombies in the air or throw grenades
step 4:unleash the horde:(?)
Step 5: skewer the winged beast:(?)
step 6:weild a fist of iron:(?)
step 7: raise hell(?)
step 8: freedom.(?)




Step 1:Secure the keys:Throw Gersh device and Generator comes inside
Step :Ascend from darknessHappyoing all te nodes and the Lights start to to appear
Step 3 : Rain fireHappyestroy the rocket once you launch it
Step 4 :Unleash the horde:Probably something with buttons and the Clock
Step 5:Skewer the winged beast:Spelling Luna with Landers
Step 6 : Weild a fist of iron:Get death machines just like in vorkuta!
Step 7 :Raise hell?
Step 8.Freedom?

The following user thanked I AM A CRETIN for this useful post:

Fire.
03-18-2011, 03:18 PM #23
andge12
Gym leader
been debunked by NGT once again
03-18-2011, 04:20 PM #24
Originally posted by ll View Post
My theory on the mystery man: Its Woods, he has "115" tatoo on his arm and 115 was made to create super soldiers .... He did survive and maybe tried to escape somehow......


The mystery man is indeed Dr. Gersch if u look at this

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and this

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The Gersch device is at the center of an easter egg to repair the Kassimir Mechanism.
03-18-2011, 05:16 PM #25
x_5
Brute
Originally posted by xd366 View Post
or just look at this...

    #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<keys.size; i++ )
{
level.lander_letters[ keys[i] ] 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() < timeout )
{
pressed = 0;
for ( i=0; i<switches.size; i++ )
{
if ( IsDefined( switches[i].pressed ) && switches[i].pressed )
{
pressed++;
}
}
if ( pressed == 4 )
{
flag_set( "switches_synced" );
for ( i=0; i<switches.size; i++ )
{
playsoundatposition( "zmb_misc_activate", switches[i].origin );
}
return;
}
wait( 0.05 );
}
switch( pressed )
{
case 1:
case 2:
case 3:
for ( i=0; i<switches.size; i++ )
{
playsoundatposition( "zmb_deny", switches[i].origin );
}
break;
}
for ( i=0; i<switches.size; i++ )
{
switches[i].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<players.size; i++ )
{
if ( !players[i] 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<players.size; i++ )
{
if ( !players[i] 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 <= 0 )
{
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.size; i++ )
{
level.casimir_lights[i] 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 ) < 90000 )
{
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 <= 10 )
{
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.size; i++ )
{
players[i] 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) );
}





just saying....
:confused:



if someone have the zombie_cosmodrome.ff from the xbox ..
we may decrypt that .. and discover the all gsc

---------- Post added at 12:15 PM ---------- Previous post was at 12:14 PM ----------

Originally posted by xd366 View Post
or just look at this...

    




just saying....
:confused:



if someone have the zombie_cosmodrome.ff from the xbox ..
we may decrypt that .. and discover the all gsc

---------- Post added at 12:16 PM ---------- Previous post was at 12:15 PM ----------

Originally posted by xd366 View Post
or just look at this...

    


just saying....



if someone have the zombie_cosmodrome.ff from the xbox ..
we may decrypt that .. and discover the map gsc's
03-19-2011, 12:19 AM #26
Bladebearer
Little One
OMG! You have all this but none of you recorded it or took any pictures?? Please try and get some! I could record with an HD PVR if you wanted me to...
03-19-2011, 01:54 AM #27
Originally posted by Bladebearer View Post
OMG! You have all this but none of you recorded it or took any pictures?? Please try and get some! I could record with an HD PVR if you wanted me to...


this is just a theory im not claiming anything this is stuff i found and put together and btw i play xbox if u wnt 2 record anything :bro:
03-19-2011, 12:15 PM #28
Ada Wong
So cute!
too bad im banned im a pro EE finder :(

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