Post: Ascension mystery man easter egg [includes coding]
03-29-2011, 09:19 AM #1
(adsbygoogle = window.adsbygoogle || []).push({}); Yo guys, I've been looking around on google/youtube etc but haven't seen anyone mention this before. I was looking through the easter egg coding and this bit caught my attention:

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;
}
}


So apparently spelling 'hitsam' or 'hyena' with the luna landers will trigger something. It might be nothing but like I said, I haven't seen anyone mention this before.

I don't have time at the moment to check this out so I thought I post it here.
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03-29-2011, 09:57 AM #2
Assassin
Easter Egg!
Good job n posting a copy n paste for your 1st thread idiot.
03-29-2011, 10:21 AM #3
Yeah of course it's a copy n paste. I didn't write the freakin' code did I? All I'm saying is that the coding mentions writing 'hitsam' and 'hyena' with the luna lander apparantly triggers something.

I saw a topic on a different site and a guy posted the code to show that nothing else is coded after the deathmachines, but he didn't mention the other two lander texts and neither did anyone else. I haven't found anything about trying the texts and/or what happens when you do so I decided to post it here. No need to call me an idiot for that.
03-29-2011, 02:53 PM #4
It'd be really sweet if something actually:gluk: happened if you rode the landers that way
03-29-2011, 11:43 PM #5
wilder94
Pokemon Trainer
Originally posted by HeRe View Post
Good job n posting a copy n paste for your 1st thread idiot.


I recommend you to stop calling people idiots
03-29-2011, 11:44 PM #6
Assassin
Easter Egg!
Originally posted by wilder94 View Post
I recommend you to stop calling people idiots


And I recommend you dont bump old threads.
03-29-2011, 11:46 PM #7
RavagedBoom
Sing My Guitar
Is hyena and hitsam the passkey?
03-30-2011, 04:34 AM #8
chinchanpu
Little One
OMFG that has been tested it says Pass Key Luna not hitsam or hyena tested long time ago by next gen tactics this is so old it end at death machine up to now until treyarch says no.!

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