• Tiberium !
    595 replies, posted
I know in the midst of all of the lua scripting, the last thing we need is another idea for now, but I think tiberium spikes should be used differently. If a regular tib field is seen as public, a tiberium spike can be seen as a private field. Well, of course we already know this, but I had a thought inspired by the soon coming C&C: Tiberium. Lets say you have a tibrium field and you don't want it growing all over or you would like to limit access, so what you do, is you call down a tiberium spike that lands on top of the field's core piece(or just appears there) and starts by soaking up the surrounding field, not just stopping growth. After a warmup period, the tiberium spike will begin producing refined tiberium/funds or whatever you want to be made. The same idea could be used for a growth accelerator, except instead of refining and removing the field, it grows further and faster.
um... what do i extract this to?
Nowhere, it's being re-made to work with the current version.
What is broken for the moment in the 2.1b?
The tiberium radar, and the blue tiberium hasn't been converted to the re-written code yet. Also the new code doesn't create a poisonous field in densely packed crystal fields. Both tiberium towers work fine however, as does the old green and blue crystal code.
[QUOTE=Lynix]What is broken for the moment in the 2.1b?[/QUOTE] Oh, I just assumed that's why you were re-writing it.
um okay, i just want to know please, do i just put it ing garrysmod\garrysmod?
Addons, you haven't done this much, have you?
Bumperino
I started using 2.1b today and was quite impressed. However I noticed that the tiberium had no damaging effect on NPCs. I was wondering if this would be implemented in the next version, or if there are any plans to do so. Thanks.
-snip-
Stingray => The developpement is freezed for the moment because of two bug that I can't fix But if I found a way, yes, the tiberium could damage the NPCs
What are the bugs?
A new era of Gmod cannot begin without this. You're putting a lot of hard work into this.
[QUOTE=Jeffman12]I know in the midst of all of the lua scripting, the last thing we need is another idea for now, but I think tiberium spikes should be used differently. If a regular tib field is seen as public, a tiberium spike can be seen as a private field. Well, of course we already know this, but I had a thought inspired by the soon coming C&C: Tiberium. Lets say you have a tibrium field and you don't want it growing all over or you would like to limit access, so what you do, is you call down a tiberium spike that lands on top of the field's core piece(or just appears there) and starts by soaking up the surrounding field, not just stopping growth. After a warmup period, the tiberium spike will begin producing refined tiberium/funds or whatever you want to be made. The same idea could be used for a growth accelerator, except instead of refining and removing the field, it grows further and faster.[/QUOTE] Yeah, nice idea. I think the model of the tiberium tower should be replaced with a vent [img]http://gomeler.com/pic/Articles/Preview%20%20Command%20and%20Conquer%203%20Tiberium%20Wars/Tiberium%20FIeld.PNG[/img] It would be ok is you kept the tower though
I'm more in favor of classic Tiberium blossom trees.
Ok now I want to play the original. *installs*
So, how about blossom trees, towers and vents?, so everyone can have their pick :D
Is this even being worked on? If not someone should redo it.
[QUOTE=Tyanet2]So, how about blossom trees, towers and vents?, so everyone can have their pick :D[/QUOTE] Blossom trees is my "If you can't have all of them" choice. Like it matters though, because if the others couldn't be made we'd probably stick with the towers.
Agreed, I'm fine with towers but I would like to have vents and trees.
Hey, are you even alive anymore lynix? :v: And I always had this question, does it have any use aside from lifesupport/gcombat?
what the heck is tiberium?? can some one explain that to me? and whats it for anyway???
Tiberium is an unstable chemical used to power MANY of the weapons used by the Brotherhood of NOD and the GDI (bastards :mad:), it can be used in an infectious chemical weapon, solid shells, and just used to infect an enemy base. Basically, Tiberium makes things DIE.
[QUOTE=Killer_Steel]Tiberium is an unstable chemical used to power MANY of the weapons used by the Brotherhood of NOD and the GDI (bastards :mad:), it can be used in an infectious chemical weapon, solid shells, and just used to infect an enemy base. Basically, Tiberium makes things DIE.[/QUOTE] It absorbes things and makes more tiberium out of it, not make it die :)
Absorption and Death are the same thing :S
Correction: Tiberium is a dense "dynamic proton lattice" held together by exotic heavy particles. When Tiberium comes into contact with other matter, the heavy particles randomly collide with the nuclei of the target matter, smashing it to pieces (in the case of smaller nuclei) or incrementally knocking off protons or neutrons (in the case of heavier nuclei). Tiberium captures a fraction of the protons that are ejected during this collision process and incorporates them into its own structure, thus transmuting matter into more Tiberium. Whenever one of the heavy particles — a muon or tauon — collides with an atomic nucleus, fission occurs, which results in the production of alpha, beta, and gamma radiation as well as other forms of electromagnetic radiation (like infra-red). During the transmutation process, nuclei that Tiberium has come into contact with may be changed into nuclei with different (usually fewer) numbers of protons or neutrons. The evolved Tiberium continues to form green (low mineral density) and blue (high mineral density) crystals, varying in worth. Anyway, I hope this will be revived, as I really want to contaminate the worlds... Spacebuild + This = Tiberium Planets D:
If that is all "true" of tiberium, then it would be impossible to contain tiberium with silos though, and Tiberium would not be able to coexist with lifeforms such as mutants and visceroids. And with tiberium based fiction, affinities to certain compounds are noted. It is also noted that it has a plantlike growing habit and formation. In the original story, before westwood was EALA, tiberium was an organic mineral growth with mutagenic properties and a dependency on subterrainian mineral deposits. Originally, the Scrin were to have engineered it to soak up minerals so that they could refine and use it. Speaking of Tiberium plantlife, I'm modelling a veinhole monster thing, maybe it could be of use? I'm no good with scripting, but so far I have the mouth done and I will put a dirt mound around it after I rig the lips.
Yes, blame the EA. No sarcasm. There isn't even a way to "re-process". It doesn't contain the atoms which make the object it "ate", it destroys them. Veinhole monster? Hmm... [code] Veinhole Monster + Tiberium Waste Harvester + Tiberium Waste Processing Plant + Energy = Tiberium Gas Weapons [/code] I like it!
But the big question is not the veinhole monster itself, but the vein. How would it work and be visibly appealing at the same time? I might have to make a vein patch model separately.
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