[QUOTE=glospo;22520497]Oh sorry, I wasn't exactly clear. When I said "again", I meant it as in "Why are we doing this again?" like I forgot what the reason was.
I hope the warheads are added soon, because right now you can just wire the factory to constantly produce missles.
Is there a convar to change the tracking ability of the missles?[/QUOTE]
I will try to add more warheads and stuff tomorrow/the day after.
You can already disable tracking by setting lock to 0 on the launcher, unless you mean a convar to disable it for everyone.
[QUOTE=Kialtia;22531294]I will try to add more warheads and stuff tomorrow/the day after.
You can already disable tracking by setting lock to 0 on the launcher, unless you mean a convar to disable it for everyone.[/QUOTE]
I was looking for a way to increase the tracking. But your post gave me the reason why it wasn't working well. I thought that a pulse of 1 (like from a non-toggle button) would lock the missle on to the current coordinates inputed. I guess I'll use toggle buttons for the lock now.
Thank You
[QUOTE=Kialtia;22515580]
Tiberium Chemicals will mainly be used as fuel and gas sprayers, the liquid Tiberium will be used for explosives and high end energy generators.
[/QUOTE]
Are you gonna make tiberium powered thrusters? (just like gas systems (2) does have)
[QUOTE=scratch (nl);22533523]Are you gonna make tiberium powered thrusters? (just like gas systems (2) does have)[/QUOTE]
But what kind of Tiberium would it use? I think chemical Tiberium would be the most realistic, because you could burn it for pressure. I guess the liquid form could work as a hydraulic thruster, but from what I heard it would explode when coming out of the thruster.
BTW, Does this use Gcombat damage?
[QUOTE=Jeffman12;22358959]
And if you're a tad obsessive like me, you'd hate harvesting away excess tiberium beyond your storage capacity just for the sake of being rid of it.[/QUOTE]
Oh dear mother, i do the same thing.
IMO it should remove the tib. After all we don't really have a quick way of removing entire fields yet, do we?
[QUOTE=glospo;22533650]
BTW, Does this use Gcombat damage?[/QUOTE]
Affraid not.
As for parent crystals... I think they should be unharvestable, and be used to spread tib crystals around just like ordinary crystals.
Why? Because that way you don't have to worry that you'll harvest everything and won't have any tib left to grow back.
I also think they should still be insta-kill on touch. Without the tib ragdolls,.
[QUOTE=Kialtia;22515580]Tiberium Chemicals will mainly be used as fuel and gas sprayers, the liquid Tiberium will be used for explosives and high end energy generators.[/QUOTE]
Shouldn't it be the other way around?
[QUOTE=Balduran;22535994]Oh dear mother, i do the same thing.
IMO it should remove the tib. After all we don't really have a quick way of removing entire fields yet, do we?
Affraid not.
As for parent crystals... I think they should be unharvestable, and be used to spread tib crystals around just like ordinary crystals.
Why? Because that way you don't have to worry that you'll harvest everything and won't have any tib left to grow back.
I also think they should still be insta-kill on touch. Without the tib ragdolls,.[/QUOTE]
Sort of like the Tiberium Tower thing?
[QUOTE=Mooee;22538719]Shouldn't it be the other way around?[/QUOTE]
Not really, in the C&C storyline the Liquids were highly explosive and were used to create a weapon of mass destruction.
[QUOTE=glospo;22538962]Sort of like the Tiberium Tower thing?[/QUOTE]
From Lynix's addon? Yes, exactly.
Are there plans for hand held harvesters?
Also, what about tiberium zombies due to tiberium infection?
Also what about a shotgun that shoots tiberium shards that can produce tiberium infections?
Also also also, what about tiberium infecting trees?
[QUOTE=scratch (nl);22533523]Are you gonna make tiberium powered thrusters? (just like gas systems (2) does have)[/QUOTE]
I thought the thrusters in GS2 were broken.
[QUOTE=LokiSan;22552362]I thought the thrusters in GS2 were broken.[/QUOTE]
AFAIR they worked. Fun little feature too.
[QUOTE=Doctor_Communism;22552193]Are there plans for hand held harvesters?
Also, what about tiberium zombies due to tiberium infection?
Also what about a shotgun that shoots tiberium shards that can produce tiberium infections?
Also also also, what about tiberium infecting trees?[/QUOTE]
-No
-Can't make character models D:
-I really like that idea
-If i ever feel like modeling one, but i prefer parent crystals.
[QUOTE=Balduran;22552783]AFAIR they worked. Fun little feature too.
-No
-Can't make character models D:
-I really like that idea
-If i ever feel like modeling one, but i prefer parent crystals.[/QUOTE]
What if the infection just turned people in to green headcrab zombies?
[QUOTE=Doctor_Communism;22555385]What if the infection just turned people in to green headcrab zombies?[/QUOTE]
Tiberium headcrabs! W00t!
[QUOTE=Doctor_Communism;22552193]Are there plans for hand held harvesters?
Also, what about tiberium zombies due to tiberium infection?
Also what about a shotgun that shoots tiberium shards that can produce tiberium infections?
Also also also, what about tiberium infecting trees?[/QUOTE]
What's the difference between a tiberium-infecting tree and a tiberium-infecting crystal?
[QUOTE=glospo;22581017]What's the difference between a tiberium-infecting tree and a tiberium-infecting crystal?[/QUOTE]
The tree looks neat.
I was considering a tree for a while, but I've come around to thinking that the crystal/fissure fits better.
[QUOTE=Balduran;22535994]As for parent crystals... I think they should be unharvestable, and be used to spread tib crystals around just like ordinary crystals.
Why? Because that way you don't have to worry that you'll harvest everything and won't have any tib left to grow back.
I also think they should still be insta-kill on touch. Without the tib ragdolls,.[/QUOTE]
Well, the way I have the previously shown model split up is so that the fissure/dirt mound stays put, but the large crystal that comes out of it can be harvested. This way you can harvest/suppress the entire field without removing the whole thing. So the dirt mound only grows/regrows the parent crystal and not any surrounding tiberium. If you wanted to set up a quarantine, this would be the ideal way to allow such a thing.
Personally, I also think this is a great way to implement a Tiberium Spike, unlike my previous idea, I think this would just give a steady flow, but not enough to power a substantial amount of equipment(And less output per minute than a full parent crystal). It should only prevent growth of the parent crystal and require the field it's going to cap to be dry(No existing tiberium in X radius).
Destruction, not removal, should cause the parent to spawn immediately as well as max out the parent's spawn cap in the immediate surroundings.
I also think it should only work on green fields, as it involves deep mining procedures that could theoretically set off a chain reaction with blue or red.
Pros:
-Can limit a field to one user
-Can prevent a big messy field from spreading to your contraptions
-Shouldn't give users something for nothing.
Cons(Pro's for balance nazi's):
-Not as good for startup as a field
-Slows down map-wide tiberium production if abused
-Provided there's no means to take one out effectively, hoarding may be an issue.
Suggestions if implemented:
Each spike has a small raw tib storage capacity built in.
Over periods of disuse a spike increases output going up to double. Next time tib is gathered from it, the output decreases back to default levels over a shorter period of time than when it built up.
[QUOTE=Jeffman12;22595017]
Well, the way I have the previously shown model split up is so that the fissure/dirt mound stays put, but the large crystal that comes out of it can be harvested. This way you can harvest/suppress the entire field without removing the whole thing. So the dirt mound only grows/regrows the parent crystal and not any surrounding tiberium. If you wanted to set up a quarantine, this would be the ideal way to allow such a thing.
[/QUOTE]
I know, but it's just the visuals. I like to know where the centre/source of the field is right away from a distance, without having to drive in the middle and check the ground.
(Plus i'm such a sucker for large crystaline structures)
[QUOTE=Doctor_Communism;22555385]What if the infection just turned people in to green headcrab zombies?[/QUOTE]
I'm not sure what to think about this, while it sounds fun, tiberium mutations seemed somewhat rare... Peeps mostly died when exposed to tiberium.
Plus it might cause people to make ritual suicides and raise an army of undead when no one is looking or something.
...But then again, everything can be abused. Guess it's worth a try every X deaths or something. Kev?
i love this addon is a good idea and a i am french my english is really bad is possible for you use a traducteur french english if you no comprendre me too In both cases we do not understand quite then squeeze(tighten) possible which uses you a translator if possible thank you very much of your understanding bye
[QUOTE=THE-G-MAN;22656070]...i am french my english is really bad is possible for you use a traducteur french english[/QUOTE]
Utilisez cette
[url]http://translate.google.com/?hl=fr&tab=wT#en|fr|[/url]
Thankyou, google translate.
I recently set up a server, it is currently running several addons on sandbox including the Tiberium addon.
84.104.239.51
thank you I was afraid you threw me was this addon is frankly the best I ever had for server if they need a map is called out for me if tiberiuam greenhouses can make a quarantine system for tiberiuam is quite invasive because
[QUOTE=THE-G-MAN;22677192]thank you I was afraid you threw me was this addon is frankly the best I ever had for server if they need a map is called out for me if tiberiuam greenhouses can make a quarantine system for tiberiuam is quite invasive because[/QUOTE]
Wha-Wha-What the fuck? Its one long run on sentence...and it makes no sense...Can I get a translation please?
Also, last time I used this addon there were glitches out the ass. Have some of the more annoying ones been fixed yet? (Its been a while)
hum vous pouvez utiliser un trducteur francais anglai comme moi je le fais pour vous comprendre google toolbar i vous le traduira automatiquement
[QUOTE=THE-G-MAN;22677430]hum vous pouvez utiliser un trducteur francais anglai comme moi je le fais pour vous comprendre google toolbar i vous le traduira automatiquement[/QUOTE]
"You can use english, I use the google toolbar to translate it automatically."
I know a little french. =]
I started a small map with the silo does not go to tiberiuam through I'll give you liked the latest info
the google tool bar have a traduction you use this for traduct my french me use this for traduct your english in french
en plus détailler utiliser le traducteur de google pour traduire se que je dis sa sera beaucoup plus clair comme sa
[QUOTE=LokiSan;22680031]"You can use english, I use the google toolbar to translate it automatically."
[/QUOTE]
Apparently it doesen't work, QED.
Update released, minor one but its all i've been able to do :
[list]
[*]Maybe fixed the drawing priority for the Tiberium crystals
[*]Removed collisions for Tiberium all together to increase performance
[*]Fixed the liquid plant not setting the correct NW data
[/list]
Where do I put this anyways? There's no info file.
[QUOTE=oficcerthegeek;22800499]Where do I put this anyways? There's no info file.[/QUOTE]
Create a folder in addons called WTiberium and checkout on it with the SVN address in the OP.
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