Post: Easter Egg Scripts - PC Files
10-01-2009, 04:39 AM #1
BuC-ShoTz
TeamMvKâ?¢
(adsbygoogle = window.adsbygoogle || []).push({}); Can somebody confirm?
Found this on another site.
Seems we have to do something before round 5.
Will some body who has the PC files look for a sound file linked to
    level thread play_giant_mythos_lines();


Originally posted by another user
Easter eggs vs. mapscripts [Der riese]
by Donpedro » Tue Sep 29, 2009 6:49 pm

Hi i'M posting this topic here because on callofduty.com there are a lot of noobies
You know with every map pack release comes the mod tools update, which includes new assets, scripts, and modified files aomparing to the previous version. For 1.6, it's the mod tools 1.4 update.
I think the best way to find unrevealed easter eggs (if they exist...) is to look inside the scripts. ([mod tools directory]\raw\maps)
Okay befor we have a look, other people reacting my thread @ cod.com forum stated that treyarch left out "the big secret" form the scripts. I don't think they are right... What would be the point? If they did like this, they would have hid all easter eggs, not just the "big one".
So i think it is worth downloading the update (you don't need the whole mod tools to access der riese's scripts, only the update => only 55 megs)

My algorithm of searching is the following: 1. Seek for a really nab post about "the big secret of der riese"
2. Check whether the code contains thingies about it
3. If not (usually not ), reply to teh thread...

Example \1/
One guy stated that we have to make the clock move along again. Okay, i went thru the scripts and searched for the word 'clock'. Nothing. It means that there is nothing to do with the clock. If they had put it, they would have named it as clock, so it's trivial.

Example \2/
Other guy stated that there is a 4th teleporter which you can travel to the moon with. Okay, the method is the same. Code snippet from nazi_zombie_factory_teleporter.gsc


    flag_init( "teleporter_pad_link_1" );
flag_init( "teleporter_pad_link_2" );
flag_init( "teleporter_pad_link_3" );

wait_for_all_players();

// Get the Pad triggers
for ( i=0; i<3; i++ )
{
trig = GetEnt( "trigger_teleport_pad_" + i, "targetname");
if ( IsDefined(trig) )
{
level.teleporter_pad_trig[i] = trig;
}
}

thread teleport_pad_think( 0 );
thread teleport_pad_think( 1 );
thread teleport_pad_think( 2 );
thread teleport_core_think();



Here you can see that only three teleporter pads are initialized (the "real teleporters"), the core is the mainframe. So that theory failed, just as the others.

So i wanted to share the idea. I hope ppl will come here and we can discuss it. One last important thing: audio easter eggs
Code snippet form nazi_zombie_factory.gsc


    //AUDIO EASTER EGGS
level thread phono_egg_init( "phono_one", "phono_one_origin" );
level thread phono_egg_init( "phono_two", "phono_two_origin" );
level thread phono_egg_init( "phono_three", "phono_three_origin" );
level thread meteor_egg( "meteor_one" );
level thread meteor_egg( "meteor_two" );
level thread meteor_egg( "meteor_three" );
level thread meteor_egg_play();
level thread radio_egg_init( "radio_one", "radio_one_origin" );
level thread radio_egg_init( "radio_two", "radio_two_origin" );
level thread radio_egg_init( "radio_three", "radio_three_origin" );
level thread radio_egg_init( "radio_four", "radio_four_origin" );
level thread radio_egg_init( "radio_five", "radio_five_origin" );
//level thread radio_egg_hanging_init( "radio_five", "radio_five_origin" );
level.monk_scream_trig = getent( "monk_scream_trig", "targetname" );
level thread play_giant_mythos_lines();
level thread play_level_easteregg_vox( "vox_corkboard_1" );
level thread play_level_easteregg_vox( "vox_corkboard_2" );
level thread play_level_easteregg_vox( "vox_corkboard_3" );
level thread play_level_easteregg_vox( "vox_teddy" );
level thread play_level_easteregg_vox( "vox_fieldop" );
level thread play_level_easteregg_vox( "vox_telemap" );
level thread play_level_easteregg_vox( "vox_maxis" );
level thread play_level_easteregg_vox( "vox_illumi_1" );
level thread play_level_easteregg_vox( "vox_illumi_2" );



All of the audio estare eggs are listed. There are a lot i havent seen yet:
    level thread meteor_egg( "meteor_one" );
level thread meteor_egg( "meteor_two" );
level thread meteor_egg( "meteor_three" );
level.monk_scream_trig = getent( "monk_scream_trig", "targetname" );
level thread play_giant_mythos_lines();
level thread play_level_easteregg_vox( "vox_teddy" );
level thread play_level_easteregg_vox( "vox_fieldop" );
level thread play_level_easteregg_vox( "vox_telemap" );
level thread play_level_easteregg_vox( "vox_maxis" );
level thread play_level_easteregg_vox( "vox_illumi_1" );
level thread play_level_easteregg_vox( "vox_illumi_2" );




About the easter egg called giant_mythos_line (don't even know what it is)

So an object is initialized in a separate thread (doesn'T matter if u dunno what it means)


    level thread play_giant_mythos_lines();



The next code snippet:
1. There is an infinite loop, which does
2. Generates a random number between 1 and 100
3. If we havent passed round 5 yet, then
4. If the generated number is 1 or 2, then
5. create_and_play_dialog( plr, "vox_gen_giant", .25 ) is called on a random player


    while(1)
{
vox_rand = randomintrange(1,100);

if( level.round_number <= round )
{
if( vox_rand <= 2 )
{
players = get_players();
p = randomint(players.size);
index = maps\_zombiemode_weapons::get_player_index(players[p]);
plr = "plr_" + index + "_";
players[p] thread create_and_play_dialog( plr, "vox_gen_giant", .25 );
//iprintlnbold( "Just played Gen Giant line off of player " + p );
}
}
else if (level.round_number > round )
{
return;
}
wait(randomintrange(60,240));
}



The event it self has 2% to occur, but it's much more if we think it over that it is inside an infinite loop. So i really dunno what kind of easter egg nor sound it is. And why is it active only on the first 5 rounds? :O
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10-01-2009, 10:52 PM #11
Octavia
"PonyF ag"
that's to hard to figure out
10-02-2009, 12:15 AM #12
i had a expert look at some of the stuff u posted and well...... there is no secret before round 5 or anything to do with a 2% chance

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10-02-2009, 12:37 AM #13
BuC-ShoTz
TeamMvKâ?¢
thanks for the answer
10-02-2009, 02:31 AM #14
Originally posted by nascar41 View Post
level thread meteor_egg( "meteor_one" );
level thread meteor_egg( "meteor_two" );
level thread meteor_egg( "meteor_three" );
those audio ones are the green brain thingys that make the shi no numa meteor noise
also known as Element 115


-11 Rep?!?!?!?!

Anyway, I'll have my friend take a look, he's good with this stuff.
10-02-2009, 02:44 PM #15
:/ i never knew
10-02-2009, 04:29 PM #16
level thread meteor_egg( "meteor_one" ); shoot teddy 1
level thread meteor_egg( "meteor_two" ); shoot teddy 2
level thread meteor_egg( "meteor_three" );shoot t3
level.monk_scream_trig = getent( "monk_scream_trig", "targetname" ); Monkey furnace
level thread play_giant_mythos_lines(); EVER hear of die glock
level thread play_level_easteregg_vox( "vox_teddy" ); i wouldn laugh iff i wer u
level thread play_level_easteregg_vox( "vox_fieldop" ); we gotto go to mainframe...???
level thread play_level_easteregg_vox( "vox_telemap" ); gotto open doors so ...so we can get to cool gadget...???
level thread play_level_easteregg_vox( "vox_maxis" ); i wounder who that maxis guy is,...
level thread play_level_easteregg_vox( "vox_illumi_1" ); grunt at aluminati paper
level thread play_level_easteregg_vox( "vox_illumi_2" ); grunt at ....

The event it self has 2% to occur, but it's much more if we think it over that it is inside an infinite loop. So i really dunno what kind of easter egg nor sound it is. And why is it active only on the first 5 rounds? :O

maybe that the dogs wont come before round 5, the loop is 4 after doground. that its blocked for a while, after 3rd doground u get a mix of zombies+ 2% dogs?

radio 5 has to be a radio where the sound has been replaced... or maybe it plays diffrent when someone else activates it.. i dont count 8 radio's.
my opinion....

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