• Tiberium !
    595 replies, posted
I think there are far too many 'we-want-mods' guys here and not enough 'we-want-to-help'. And what's the point of making a Visceroid?
Eh, they're just not willing to learn. Neither am I, since I already tried and failed. I'm getting into Machinimas now, and I'll be making my first 3 minute one pretty soon. Expect crappiness.
Make g-Homeworld! (kidding. Though I am homeworld fan and wish to create HW-type mod for spacebuild. But that's a dream, now catch what's real and just model :) ) I think it would be funny if after some time, when tiberium is without attention eg. Buzzers appear and start to eat it (they eat players too)
O.o, that would be funny...and slightly ironic. Lol.
Joke of course. But the liquid state of tiberium would add even more fun. Highly toxic and as I said before - able to make some kind of Catalyst missile like that from Tiberium Wars.
[QUOTE=Fluxeon]viseroid![/QUOTE] Visceroid (Vis-er-oyd), as in Viscous (Vis-cuss), because that's what it is, viscous. As for the tiberium Catalyst Missile, Stickynade and I had an idea for something like that. Here it is: Tiberium Missile requires: Fuel (Formerly planned to be GCombat Munitions), Tiberium Chemical, and Raw Tiberium. The idea was that there would be a vital balance between Chemical and Raw Tiberium. You need to find the "perfect" mixture which would be a ratio of 2:3 Chemicals to Raw. The closer you had the ratio, the further tiberium crystals would spread on detonation. If the user put more chemicals in the missile, it would act as a catalyst/gas missile.
I thought the newest GCombat doesn't require any resources/munitions. Still, i use the SVN version that does require them, changing GMOD into G-RTS. This idea is good. The Catalyst Missile was a superweapon, so it cannot be deployed easily. It would end a battle in matter of minutes. But how to adjust this ratio?
I like the idea for a missile. And the more Raw you put in, I'm guessing, the more area it infects. Oh yeah, I've got an idea for fuel, why not just use Chem Tib going through a fuel inverter? Converting chemical tiberium into a liquidic, flammable type, so it can be used for a rocket. It's a good idea, plus it keeps with tiberium.
The idea was that it would be used in conjunction with the Resource Distribution/LS addon Resource Transit. The missile itself would be filled with Tiberium and chemicals, if either was insuficcient it simply wouldn't work, only damaging whatever it hit directly as being clubbed in the face with even an empty missile would probably still hurt. Having more chemicals than raw in the missile would cause it to act as a catalyst and agitate all of the tiberium within the blast radius cause it to explode, determined by the amount of raw tiberium. Having more raw tiberium than chemicals would cause it to spread crystals like a Tiberium Seed. The radius would be determined by Tiberium Chemical amount, as the amount of crystals spawned would be determined by the amount of Raw Tiberium. Energy or an Air and Hydrogen mixture would suffice as fuel too.
So, Lynix - what about C&C&C (Construct, Command, Conquer) gamemode? I've already posted it in some thread, but let's join it with two other Tiberium-Related addons and make a gamemode.
If you guys make a comman and conquer gamemode, can i test it please? I am a HUGE tiberium wars, tiberian sun fan EDIT: Oh yeah, can you guys make something that's like a canister with a sprayer to spray tiberium on the ground? and can't you make like a different 'spreader' you know the tiberium tower but different model, like a crater from regular command and conquer 3? just asking.
Okay, firstly, before it was a crater, it was a mutated tree, so I think that'd be the first order of business. Secondly, blue tiberium is supposed to come from a similar crystal structure, probably smaller, but about the same type. Crater is technically the wrong word because they are fissures caused by tiberium coming out of the ground. On top of all of this, it's a little hard to model a hole, say, somewhere around impossible to put a model of a ditch into a map. Fanboy power.
@Combine: Maybe, it depends on what Lynix and Jim say, and what they want to take this to.
Just asking, don't take it offensively. I would love it to see people who are dedicated to make a gamemode or update tiberium mod.
I think the project is dead...
[QUOTE=Hax4]I think the project is dead...[/QUOTE] No, the updates just don't make it to the forum, don't worry, it will come.
1:I have an idea for the tiberium infestation, when the tiberium infects props you should make it like little crystals growing on the prop that's been infested and slowly decomposes the prop after a little while. 2: how bout making like a entity that floats in space (spacebuild gamemode) where asteroids are floatng around and when the ship touches the asteroid the part of the ship will become infected with tiberium. and when the ship lands at a planet the tiberium would start to grow on the planet where the ship was or landed at.
is a viseroid ever going to be made?
[QUOTE=Fluxeon]is a viseroid ever going to be made?[/QUOTE] Need a model I have a big problem with the code, I need to restart all of the code (Yep my english suck o/ )
Damn, sorry to hear that. Oh, and you may have heard this already, but G-Combat players are boycotting Resource Distribution due to performance issues. If you can find a way to steer clear of it, they'll love you as they have a whole C&C theme going. If not, they'll probably still embrace Tiberium as it is anyways. [QUOTE=Fluxeon]is a viseroid ever going to be made?[/QUOTE] It's a lot harder to model an amorphous blob than you think.
[QUOTE=Lynix]Need a model I have a big problem with the code, I need to restart all of the code (Yep my english suck o/ )[/QUOTE] If you could post some errors here maybe i can help.
Oh dear god I hope you can.
Did you guys acknoledge my ideas? sorry to be a nuisance but it is a pretty good i had a little while ago. Oh, are you guys going to make that tiberium tree where it spits out tiberium and stuff? you need the animation for the tree spitting thing. How 'bout on spacebuild (if you guys played kanes wrath), make a "Overlords wrath" kind of thing that sends a asteroid catapulting into the planet and making the mutated tree which spits out tiberium and stuff? [b]Edit:[/b] [QUOTE=Fluxeon]is a viseroid ever going to be made?[/QUOTE] I don't think its possible, unless if you had the model and the animations set and you can make like a script when a player dies in tiberium it turns into a visceroid (you can control of course) and attack people.
Now this time you didn't notice something :). Lynix uses standard HL2 model as far as I remember. I'm modelling (currently held up by loads of work), and I have plans for Riparius Tree (replacement for small spike model). By now I halted progress on radar. I have models to skin for Ta16 and models for DEC. And your ideas are both in-game. I've seen my harvester eaten by tiberium (Playing with GCombat. Just burnt, as it does always.). And what's the problem for admin to infect an object so the asteroid infestation is possible?
Sadly, I can't model,animate or even script. so basically i am giving ideas at the moment, and Futszak if you ever made a gamemode can i beta test it? please? Oh, I have an idea how to make the asteroid work! make a rock like thing that is round have tiberium on it and when it crashes into spacebuild ships or something it will break into peices and dissapear and have tiberium on the ship. (Showing tiberium crystals growing on it) and when the asteroid lands it will create a explosion and break apart and make a new tiberium patch or field.
I'm no lua coder. I model, and nothing more so far (so far. Maybe I get into serious programming some day). I'm currently waiting for Lynix's code, to see eg. animation sequences, model names etc.
I'm currently learning how to model so I can bring some variation to GCombat models, maybe when I'm done that I could help you guys?
I can Lua scrip and i would love to help if i can.
Well Lynix, pretty soon your gonna have an entire team to work on this with you. Feel good about it?
Eh, it's cool, but sorry, I think I'm the one to see how I want the tiberium (Ok, everyone know my english stink now) But if you can help me, here my code : init : [lua]AddCSLuaFile( "cl_init.lua" ) AddCSLuaFile( "shared.lua" ) include('shared.lua') function ENT:Initialize() self.health = math.Clamp(math.random(20,30),0,100); self.topos = self.HP - self.HN * (self.Entity:OBBMaxs().z*(1-self.health/100)) self.sta = 2; self.NextRegen = CurTime()+math.random(20,60) self.LifeTime = CurTime()+math.random(300,600) self.NextReproduce = CurTime()+math.random(20,60) self.Entity:SetColor(0,255,0,math.random(180,255)) self.Entity:SetMaterial("models/debug/debugwhite"); self.Entity:DrawShadow(false) self.Entity:PhysicsInit( SOLID_VPHYSICS ) self.Entity:SetMoveType( MOVETYPE_VPHYSICS ) self.Entity:SetSolid( SOLID_VPHYSICS ) self.Entity:SetCollisionGroup(COLLISION_GROUP_DEBRIS) local phys = self.Entity:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() phys:SetMass(50000) end constraint.NoCollide(self.Entity,GetWorldEntity(),0,0) self.Entity:StartMotionController() end function ENT:SpawnFunction( ply, trace ) if ( !trace.Hit ) then return end local ent = ents.Create( "lynix_tiberium_green" ) ent:SetModel( "models/props_gammarays/tiberium.mdl" ) local pos = trace.HitPos - trace.HitNormal * (ent:OBBMaxs().z) ent:SetPos( pos ) ent.HP = trace.HitPos ent.HN = trace.HitNormal local Ang = trace.HitNormal:Angle() Ang.pitch = Ang.pitch + 90 Ang:RotateAroundAxis(Ang:Up(), math.random(0,360)) ent.Angle = Ang ent:SetAngles(Ang) ent:Spawn() ent:Activate() return ent end function ENT:OnTakeDamage(dmg) if (dmg:IsExplosionDamage()) then self.health = math.Clamp(self.health - (dmg:GetDamage()/2),0,100); self.topos = self.HP - self.HN * (self.Entity:OBBMaxs().z*(1-self.health/100)) self.sta = math.Rand(1,2); end end function ENT:PhysicsSimulate( phys, deltatime ) phys:Wake() local move = {}; move.secondstoarrive = self.sta move.pos = self.topos move.angle = self.Angle move.maxangular = 5000 move.maxangulardamp = 10000 move.maxspeed = 100000 move.maxspeeddamp = 10000 move.dampfactor = 1 move.teleportdistance = 1000 move.deltatime = deltatime phys:ComputeShadowControl(move) end function ENT:CheckForReproduce(trace,model) local ent = ents.Create( "prop_physics" ) ent:SetModel(model) local Maxs = ent:OBBMaxs() ent:Spawn() ent:Remove() local ang = trace.HitNormal:Angle() ang.pitch = ang.pitch + 90; local trace2 = {} trace2.start = trace.HitPos trace2.endpos = trace.HitPos+(ang:Up()*math.floor(Maxs.z))+(ang:Up()*-1) trace2 = util.TraceLine( trace2 ) local test1 = trace2.Hit; local pos = trace.HitPos+(ang:Up()*math.floor(Maxs.z)) local trace2 = {} trace2.start = pos trace2.endpos = trace.HitPos+(ang:Right()*math.floor(Maxs.y)/2)+(ang:Up()*-1) trace2 = util.TraceLine( trace2 ) local test2 = trace2.Hit; local pos2 = trace.HitPos+(ang:Right()*math.floor(Maxs.y)/2) trace2.HitPos = Vector(math.floor(trace2.HitPos.x),math.floor(trace2.HitPos.y),math.floor(trace2.HitPos.z)) pos2 = Vector(math.floor(pos2.x),math.floor(pos2.y),math.floor(pos2.z)) local test3 = trace2.HitPos:Distance(pos2) <= 2; local trace2 = {} trace2.start = pos trace2.endpos = trace.HitPos+(ang:Right()*-1*math.floor(Maxs.y)/2)+(ang:Up()*-1) trace2 = util.TraceLine( trace2 ) local test4 = trace2.Hit; local pos2 = trace.HitPos+(ang:Right()*-1*math.floor(Maxs.y)/2) trace2.HitPos = Vector(math.floor(trace2.HitPos.x),math.floor(trace2.HitPos.y),math.floor(trace2.HitPos.z)) pos2 = Vector(math.floor(pos2.x),math.floor(pos2.y),math.floor(pos2.z)) local test5 = trace2.HitPos:Distance(pos2) <= 2; local trace2 = {} trace2.start = pos trace2.endpos = trace.HitPos+(ang:Forward()*math.floor(Maxs.x)/2)+(ang:Up()*-1) trace2 = util.TraceLine( trace2 ) local test6 = trace2.Hit; local pos2 = trace.HitPos+(ang:Forward()*math.floor(Maxs.x)/2) trace2.HitPos = Vector(math.floor(trace2.HitPos.x),math.floor(trace2.HitPos.y),math.floor(trace2.HitPos.z)) pos2 = Vector(math.floor(pos2.x),math.floor(pos2.y),math.floor(pos2.z)) local test7 = trace2.HitPos:Distance(pos2) <= 2; local trace2 = {} trace2.start = pos trace2.endpos = trace.HitPos+(ang:Forward()*-1*math.floor(Maxs.x)/2)+(ang:Up()*-1) trace2 = util.TraceLine( trace2 ) local test8 = trace2.Hit local pos2 = trace.HitPos+(ang:Forward()*-1*math.floor(Maxs.x)/2) trace2.HitPos = Vector(math.floor(trace2.HitPos.x),math.floor(trace2.HitPos.y),math.floor(trace2.HitPos.z)) pos2 = Vector(math.floor(pos2.x),math.floor(pos2.y),math.floor(pos2.z)) local test9 = trace2.HitPos:Distance(pos2) <= 2; local test10; if (util.IsInWorld(trace.HitPos+(ang:Up()*math.floor(Maxs.z)*-1))) then local trace2 = {} trace2.start = trace.HitPos+(ang:Up()*math.floor(Maxs.z)*-1) trace2.endpos = trace.HitPos trace2 = util.TraceLine( trace2 ) if (trace2.HitPos == trace.HitPos) then test10 = true; else test10 = false; end else test10 = true; end if (!test1 and test2 and test3 and test4 and test5 and test6 and test7 and test8 and test9 and test10) then return true; else return false; end end function ENT:Reproduce(trace,model) if ( !trace.Hit ) then return end local ent = ents.Create( "lynix_tiberium_green" ) ent:SetModel( model ) local pos = trace.HitPos - trace.HitNormal * (ent:OBBMaxs().z) ent:SetPos( pos ) ent.HP = trace.HitPos ent.HN = trace.HitNormal local Ang = trace.HitNormal:Angle() Ang.pitch = Ang.pitch + 90 Ang:RotateAroundAxis(Ang:Up(), math.random(0,360)) ent.Angle = Ang ent:SetAngles(Ang) ent:Spawn() ent:Activate() end function ENT:Think() if (self.health == 0 and self.Entity:GetPos():Distance(self.topos) < 14.5) then self.Entity:Remove(); return; end if (self.NextRegen <= CurTime()) then self.NextRegen = CurTime()+math.random(20,60) if (self.LifeTime <= CurTime()) then self.health = math.Clamp(self.health-math.random(20,30),0,100); self.topos = self.HP - self.HN * (self.Entity:OBBMaxs().z*(1-self.health/100))*-1 self.sta = math.Rand(10,20); else self.health = math.Clamp(self.health+math.random(20,30),0,100); self.topos = self.HP - self.HN * (self.Entity:OBBMaxs().z*(1-self.health/100)) self.sta = math.Rand(10,20); end end if (self.NextReproduce <= CurTime()) then local max = server_settings.Int("tiberium_distance_max", 275) local min = server_settings.Int("tiberium_distance_min", 75) local pos = self.Entity:GetPos() + (self.Entity:GetUp( )*25) local trace={} trace.start=pos trace.endpos=pos + Vector((math.random(-max,max)),(math.random(-max,max)),(math.random(-max,max))) trace.filter = self.Entity local tr=util.TraceLine(trace) local hittest = !tr.HitSky and !tr.HitNodraw and tr.MatType ~= 89 local distancetest = (self.Entity:GetPos():Distance(tr.HitPos) >= min) and (self.Entity:GetPos():Distance(tr.HitPos) <= max) local objecttest = (tr.Hit and !tr.HitWorld and lynix_tiberium_infected_props[tr.Entity] ~= nil and lynix_tiberium_infected_props[tr.Entity] >= 50) or tr.HitWorld; if (hittest and distancetest and objecttest) then local tiberium = ents.FindInSphere( tr.HitPos, min ) local notiberium = false; for k,v in pairs(tiberium) do if ((v:GetClass() == "lynix_tiberium_green" or v:GetClass() == "lynix_tiberium_blue") and v ~= self.Entity) then notiberium = true; end end if (!notiberium) then local t = ents.FindByClass( "lynix_tiberium_green" ) t = table.Add( t, ents.FindByClass( "lynix_tiberium_blue" ) ) local r = table.getn(t) if (r < server_settings.Int("tiberium_max", 100)) then local trace2={} trace2.start=self.Entity:GetPos() trace2.endpos=tr.HitPos*1.1 trace2.filter = self.Entity trace2=util.TraceLine(trace2) if ((server_settings.Bool("tiberium_prop_reproduction", 0) and trace2.Hit and !trace2.HitWorld) or trace2.HitWorld) then if (not self:CheckForReproduce(tr,"models/prop
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