the munitions factory is being rewritten for other uses, i just kept the name of it in the folder for the moment.
[QUOTE=melindagreen;24077350]This note is to the dev of this addon:
I have made this addon more useful by doing the following:
1. Added a Tiberuim tool tab and took the items out of the entities spawn
2. made tiberium crystals admin only
3. Added the devices to their own catagories in the tiberuim tool tab
4. Added the munitions factory from the old tiberium addon
There is a small issue with the devices spawning half in the ground and will not remove with the "Z" key but i am sure this is a minor bug on my part
if you want this update i will PM you the private svn i keep it on so you can apply it officially[/QUOTE]
1. A Tiberium tab? my addon would only use around ~3 tools orso, why add an entire tab instead of a category?
2. I shall make the crystals admin only, i should have done this a long time ago but i forgot it.
3. A tool i had planned, if you have made one already i'd be glad to include it (And give you credits of course).
4. Didn't that only work with the old GCombat?
The not spawning correctly and unable to being undone but should be a ENT:SpawnFunction() problem, or unless spawned from the STool you didn't add it to the undo list.
And yea, i'd love to see your work on your SVN.
how do you work your model wiht blender or 3dmax
[QUOTE=THE-G-MAN;24091730]how do you work your model wiht blender or 3dmax[/QUOTE]
I didn't create the models, Balduran did.
hum pmy firend want bluiding prop or modelplayer
Just so you guys know, i am home again.
I have found a little error with the tiberium radar. When i turn it on i get this error:
[CODE]lua\includes\util.lua:168: attempt to call method 'IsValid' (a nil value)[/CODE]
And this doesn't stop.
The same happens with the medium and lagre radar.
[QUOTE=Thomasvijf5;24190946]I have found a little error with the tiberium radar. When i turn it on i get this error:
[CODE]lua\includes\util.lua:168: attempt to call method 'IsValid' (a nil value)[/CODE]
And this doesn't stop.
The same happens with the medium and lagre radar.[/QUOTE]
Fix committed.
[QUOTE=Kialtia;24193863]Fix committed.[/QUOTE]
I updated via svn and i still get the same thing...
Kialtia, any ETA of when the warheads will be finished? Or at least one of them? How will the warheads be spawned too, I would think the dispenser or maybe a new entity like the old wtib warhead maker, and it's good to see this addont is still alive and going to be for a while i hope.
Lets keep a tally of how many times that's been addressed. The warhead dispensers most likely gonna happen, last time I checked, in fact, I think it was already there last time I checked.
If this seems like a harsh response, my actual motive behind this post is to bump it so the older one that got bumped doesn't stay on top.
Hmmmm, I think we should just say what type of warheads we are thinking about and just toss around some ideas for warheads, even though Kialtia already probably as them almost finished, let's just see if we get any cool warheads out of the ideas. Like maybe a warhead that is a seeder combined with infection, or a nuclear warhead that instead of disassembling props it puts tiberium on or infects it.
Well, we know the seeder's planned... I still like that idea of getting different warheads for different component ratios, raw, refined, chem, and now liquid. Or maybe just make the warheads take different amounts, which I think is how it's going to work already.
jai deja poster des ideer sur se theme
oops
have post a idea for ogive
Kit your gonna have to readd me to your Steam but I can help with testing again if you want.
Freaking steam friends x.x
[QUOTE=Kialtia;24085688]1. A Tiberium tab? my addon would only use around ~3 tools orso, why add an entire tab instead of a category?
2. I shall make the crystals admin only, i should have done this a long time ago but i forgot it.
3. A tool i had planned, if you have made one already i'd be glad to include it (And give you credits of course).
4. Didn't that only work with the old GCombat?
The not spawning correctly and unable to being undone but should be a ENT:SpawnFunction() problem, or unless spawned from the STool you didn't add it to the undo list.
And yea, i'd love to see your work on your SVN.[/QUOTE]
the tab takes all the entities off the entity menu and puts them in their own tab so you wont have to hunt for them, for me it makes it easier but for some reason they spawn half in the ground.... idk maybe i need to ad the spawnfunction code to them to correct this.
as for credits i had help with the tool for crystal spawner. so its a multiple credit thing.. before i release it i will make it into a menued tool instead of seperate tools per crystal and defaulted to admin only. also working on sb2/sb3/ snd sb4 rawtiberium asteroids. just having a bump in making them lol. not the best at lua here but i manage
I been talking to snakeX from the rdls team and trying to get everything bundled so its easier to download and install
the SB4 stuff will have the option to use RD2 type linking or RD3 type node linking, so im told. also including a new oilmod remake and a whole bunch of goodies like resource fields, etc. its still an extream alpha but hopefully will be in a usefull state soon enough
[QUOTE=melindagreen;24532906]the tab takes all the entities off the entity menu and puts them in their own tab so you wont have to hunt for them, for me it makes it easier but for some reason they spawn half in the ground.... idk maybe i need to ad the spawnfunction code to them to correct this.
as for credits i had help with the tool for crystal spawner. so its a multiple credit thing.. before i release it i will make it into a menued tool instead of seperate tools per crystal and defaulted to admin only. also working on sb2/sb3/ snd sb4 rawtiberium asteroids. just having a bump in making them lol. not the best at lua here but i manage
I been talking to snakeX from the rdls team and trying to get everything bundled so its easier to download and install
the SB4 stuff will have the option to use RD2 type linking or RD3 type node linking, so im told. also including a new oilmod remake and a whole bunch of goodies like resource fields, etc. its still an extream alpha but hopefully will be in a usefull state soon enough[/QUOTE]
You can better just put the Tiberium tools under a Tiberium category and place them under the Life Support tab with the rest of LS2/RD2/etc., if every addon would create their own tab it wouldn't fit, especially at low resolutions.
If you add me on steam i could help you out with the stool and/or any other things related to GLua if you want, the STool shouldn't be so hard to finish.
And what do you mean with bundled, like WTib included in SB/LS/RD or like special features for when its installed?
Can someone post a good, WORKING (in single player) life support 2 download? every life support 2 download i use, doesn't show a tab in single player, making it unable for me to test the new stuff (link tool of life support)
[QUOTE=scratch (nl);24569872]Can someone post a good, WORKING (in single player) life support 2 download? every life support 2 download i use, doesn't show a tab in single player, making it unable for me to test the new stuff (link tool of life support)[/QUOTE]
Check the first page?
Nevermind, got a working one, already had set up quite a testing facility.
69.197.188.112:27015 here, here we should gather, because it's the only server with tiberium.
and i think spawn icons are a big must, im getting mad of watching trough the list trying to find a refinery or something.
ok wheres my automerge?
[QUOTE=scratch (nl);24583413]and i think spawn icons are a big must, im getting mad of watching trough the list trying to find a refinery or something.
ok wheres my automerge?[/QUOTE]
I am horrible with spawn icons, if anyone can make them i'll gladly add them.
Also automerge stops merging when a post is older than 5 hours.
sound like me with spawn icons
I do have the things moved to the STOOL menu though and off the entity side
still having issues with them spawning in the ground though.
Also the tiberium spawns are now in STOOLs but i need one tool not 3 seperate ones for red,blue, and green.
One tool with a selection should work here and defaulted to admin only.
also possibaly about to make a map config file for this so tiberium auto spawns in locations on map load and resets after its mined out.
[QUOTE]69.197.188.112:27015 here, here we should gather, because it's the only server with tiberium.[/QUOTE]
Uhh humm my server has tiberium along with all sorts of addons for LS2
Still having the "not able to remove with the "Z" key issue too and as far as I know everything is added.
You may need to rethink the way you coded the addon because I went in a recoded the storage units, power generators and plants, based off the original LS2 coding and got things to spawn work properly.
Funny thing is the LS2 warp_core code can be used for your tuberium reactor. just re config the resources to ChemicalTiberium instead of coolant and LiquidTiberium instead of Heavy Water and change the models and you have it.
Oh maybe change the explode effect data around. warp_core_breech is alittle extream in this case so maybe some radiation or something to infect you if the reactor blows.
This is the tiberium STOOL i have so far.
[QUOTE]
TOOL.Category = "Tiberium"
TOOL.Name = "Green Tiberium Spawner"
TOOL.Command = nil
TOOL.ConfigName = ""
if (CLIENT and GetConVarNumber("RD_UseLSTab") == 1) then TOOL.Tab = "Life Support" end
if (CLIENT) then
language.Add("Tool_greencrystal_name", "Green Tiberium Tool")
language.Add("Tool_greencrystal_desc", "Spawns Tiberium Green.")
language.Add("Tool_greencrystal_0", "Left click to spawn Green Tiberium")
end
function TOOL:UpdateGhostSensor(Entity, Player) // make a ghost
if (!Entity) then return end
if (!Entity:IsValid()) then return end
local TR = utilx.GetPlayerTrace(Player, Player:GetCursorAimVector())
local Trace = util.TraceLine(TR)
if (!Trace.Hit) then return end
if (Trace.Entity && Trace.Entity:GetClass() == "wtib_tiberium_green" || Trace.Entity:IsPlayer()) then
Entity:SetNoDraw(true)
return
end
local Ang = Trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
local Minimum = Entity:OBBMins()
Entity:SetPos(Trace.HitPos - Trace.HitNormal * Minimum.z)
Entity:SetAngles(Ang)
Entity:SetNoDraw(false)
end
function TOOL:LeftClick( trace )
local ent = ents.Create( "wtib_tiberium_green" )
if ( !ent:IsValid() ) then return end
ent:SetPos(trace.HitPos)
ent:Spawn()
end
function TOOL.BuildCPanel(panel)
panel:AddControl("Label", { Text = "This tool lets you spawn Green Tiberium" })
panel:AddControl("Label", { Text = "This is an Admin Only tool." } )
end
[/QUOTE]
By itself this tool works fine but I need one tool not three. A selection menu to select the different tiberium to spawn
If anyone can make it so please help me, if you cant then don't bother commenting, its not helpful.
Ok, here's the deal - i can't update my Steam, AGAIN, so i need someone who could compile a model for me. I need to work on a material but i can't do that without something to smack it onto
Pm plz
It would be very helpful if you posted your server's IP, melinda.
public server with the addon - 69.197.188.112:27015
i do most testing on a closed lan server though.
We are almost done with the new mining addon, so getting this mod worked out is becoming a new must do thing.
The beta ESN mining mod is on the public server also, no tiberium nodes yet but soon when i finish the land based mines base codes.
So the STOOL may become nil with the addon since tiberium will auto spawn and regenerate. I will be keeping the harvester models for use with it tho after I recode all of it.
I didnt upload the new storage device STOOL files yet but you should see what i mean by the spawn and removing issue
The new file i wrote for the storages work perfectly and the way i did it eliminated alot of entity files. Look at this mods entity folder VS the LS2 folder and you will see.
large tank
medium tank
small tank
VS. 1 entity called
tank
and the capacities, models, and resources allowed are called by the STOOL lua
Yes I see what you mean by the stuff spawning but not removing with Z. By the way, on the subject of that mining mod, the ore refinery doesn't accept links to ore miners o.O
Oh, and i'm happy to hear about the pending tiberium nodes. Earlier things were a little... tiberiumless :S
[QUOTE=grovestgman;24703607]Yes I see what you mean by the stuff spawning but not removing with Z. By the way, on the subject of that mining mod, the ore refinery doesn't accept links to ore miners o.O
Oh, and i'm happy to hear about the pending tiberium nodes. Earlier things were a little... tiberiumless :S[/QUOTE]
you need a storage. harvester->storage->refinery
all the mining stuff for LS2 has been fixed Just waiting on some tweaks to be done before applying it to my server.
Tiberium "harvesters" will be rebuilt to work of the auto spawned tiberium nodes, eventually able to harvest from spawned fields and auto nodes with one harvester.
right now the spawn map is sb_gooniverse on the ringed planet only (since it has the greenish gases and stuff, it kinda made some sense)
Tiberium nodes do not go away, instead the regenerate their resource over time. The damage to player effect will be added later after all the debugging is done.
As for the mining mod
you need miner, ore/ice/tiberium/land ore storage/ ice, ore , tiberium, or land ore refinery/ ice, ore, land ore, tiberium refinery storage
Their are not any individual storages per resources since it would be too much! instead i made them all caches, SBEP is required to use it too as it gets models from HL2, CSS, SBEP
The tiberium does not grow! this is to reduce them from causing lag BUT the admin tool can make growing fields still
if you have the tiberium addon here you should be able to use the devices as normal with the mining mod minus the harvesters unless you use the admin tool or spawn fields, the mining mod harvesters will only target and mine the auto spawned nodes. eventually the admin tool will be removed, and all integrated with each other.
Debating if I want to add all this stuff to the mining mod but i want to keep stuff small and not have a ton of vtf, vmf files that are unused or make clientside loading longer than it needs to be (downloading a ton of models and textures)
Maybe (if my mood appeals) I will change the node models to something more realistic than whats there now
[QUOTE=scratch (nl);24704384]you need a storage. harvester->storage->refinery[/QUOTE]
I meant there was no tiberium to be harvested, and no way to spawn it.
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