• Tiberium Addon
    462 replies, posted
^ Would work, except that "naturally" Tib does spread and the co-ords (unless by some happy coincidence) would have to be changed everytime the server changes maps.
its the "growing" that causes the laggy behavior though Sacrifice features for stability or stability for visual effects Guess that's the choice of the server owner but until the growing functions can be optimized it may be best to just make them static The coords can be defined in a file similar to the stargate gate spawner maps and this is what I am currently putting together for my whole mining addon. where each base entity has the call to check gamemode and spawn accordingly to that map Example: sp_gooniverse will have tiberium, core mines, and asteroids spawned GM_flatgrass will just have tiberium and core mines on the map (asteroids are weird for non space maps but yeah)
Making tiberium into a static resource makes it pointless to call it Tiberium, you may as well just color it all blue and call it a starcraft mineral SEnt. Predefined field scales that tell it when to stop growing are fine by any standard, what sets Tiberium apart from every other RTS is that it's renewable. If Tiberium were set to grow and then regrow, that might be a decent middle ground, but otherwise, you're basically demanding it be turned into not-tiberium.
[QUOTE=Jeffman12;25496183]Making tiberium into a static resource makes it pointless to call it Tiberium, you may as well just color it all blue and call it a starcraft mineral SEnt. Predefined field scales that tell it when to stop growing are fine by any standard, what sets Tiberium apart from every other RTS is that it's renewable. If Tiberium were set to grow and then regrow, that might be a decent middle ground, but otherwise, you're basically demanding it be turned into not-tiberium.[/QUOTE] I agree with this if it does not spread it is not tiberium thus point less, making a set field size sounds good though
well i made then static for those who have shitty computers. They supply random amounts of tiberium also depending on the harvester your using also separated them by color; RawTiberium - Raw Green, Blue, Red Tiberium. I tried to run it as it is in the addon here but people complain about clientside lag as mentioned before. so i rebuilt it to not cause this. Anyways either way could work, i just did it this way because it was easier and i didn't want to take alot of time on it. The most i redid in this was put the devices in the STOOL menu and add a skin changer option so you can select the default, NOD, or GDI then spawn it
howabout it grows in 4s, but they only check where they want to grow once every Minuit?
[QUOTE=jack254;25505267]howabout it grows in 4s, but they only check where they want to grow once every Minuit?[/QUOTE] That sounds great,I think it would reduce lag and keep the addon feeling like Tiberium
I'll see if I have some spare time tomorrow and i'll increase the delay once it can't find a spot the first time.
Alright, uploaded a change, tell me if the lag has been decreased.
Ooh! We got new ratings! Lua king for you kialtia! Also, maybe different tib types could use (slightly) different models?
[QUOTE=HanBammer;25548327]Ooh! We got new ratings! Lua king for you kialtia! Also, maybe different tib types could use (slightly) different models?[/QUOTE] Sure, if someone makes the model I can do that.
[QUOTE=Kialtia;25553036]Sure, if someone makes the model I can do that.[/QUOTE] IIRC, there are several tib models in the props folder "tiberium" section. There's like 3 crystals and a little tib tower even. Maybe it's only in my outdated version though.
Hmm, when you get the time, can you show a progress snippet of what you finished/about to finish? I love the addon, but I get errors in my server's console when I: Spawn a tiberium liquifier, a missile launcher, any storage container: "[lua\includes\extensions\math.lua:213] attempt to perform arithmetic on local 'num' (a nil value) For a harvester, I get the error: [addons\wtiberium\lua\entities\wtib_harvester_<small,medium or large>\init.lua:67] attempt to compare nil with number Hopefully that clears up anything bad
[QUOTE=Xanuch;25599417]Hmm, when you get the time, can you show a progress snippet of what you finished/about to finish? I love the addon, but I get errors in my server's console when I: Spawn a tiberium liquifier, a missile launcher, any storage container: "[lua\includes\extensions\math.lua:213] attempt to perform arithmetic on local 'num' (a nil value) For a harvester, I get the error: [addons\wtiberium\lua\entities\wtib_harvester_<small,medium or large>\init.lua:67] attempt to compare nil with number Hopefully that clears up anything bad[/QUOTE] Those errors seem to come from RD2/3 not being installed or not being installed correctly, i've uploaded a small fix that should prevent those errors but the entities still wont work.
Bumpity, how's it going Ki?
[QUOTE=HanBammer;25765840]Bumpity, how's it going Ki?[/QUOTE] Having alot of school and work currently, so i haven't worked on it for a while, and i don't even know what i'd need to add/fix/remove.
Sry if anyone that thinks this as a bump but is everyone linked to this addon dead? love the addon but it appears to have been abandoned, left to rot, blown up then jumped on to help it sink faster. Is this true?
[QUOTE=spaza511;26118835]Sry if anyone that thinks this as a bump but is everyone linked to this addon dead? love the addon but it appears to have been abandoned, left to rot, blown up then jumped on to help it sink faster. Is this true?[/QUOTE] I am not really playing Garry's Mod anymore, I wouldn't mind fixing a bug or something but other than that its kinda dead.
you know there is such thing as a refraction map, that would make the crystals apear so much better
[QUOTE=Kialtia;26119322]I am not really playing Garry's Mod anymore, I wouldn't mind fixing a bug or something but other than that its kinda dead.[/QUOTE] I wouldn't say it's dead. More like hibernating... We're both busy now that vacation is over.
[QUOTE=Kialtia;25611204]Those errors seem to come from RD2/3 not being installed or not being installed correctly, i've uploaded a small fix that should prevent those errors but the entities still wont work.[/QUOTE] I used RD3 For it, maybe its between compatibility issues? RD3 HAS been throwing errors with a few things, but maybe recent updates fixed it. I'll have to try sometime and give feedback.
[QUOTE=Balduran;26371044]I wouldn't say it's dead. More like hibernating... We're both busy now that vacation is over.[/QUOTE] neither, I been working on mapping stuff. eventually I will get back in the LUA scene sometime.
I was really looking forward to the war heads, like seeding tiberium and maybe even seeing a few visceroids, guess that won't happen now, or will it?
Quick, probably stupid, question here. How are you making the huge fields? Planting each tiberium one by one from the Entities menu is slow and laborious and they grow way too slowly. Is there some group spawn ent or something that I'm missing?
[QUOTE=dark_matter9;27090508]Quick, probably stupid, question here. How are you making the huge fields? Planting each tiberium one by one from the Entities menu is slow and laborious and they grow way too slowly. Is there some group spawn ent or something that I'm missing?[/QUOTE] I actually noclip and mash the HELL outta the spawn button for any of the crystals. Mainly the red and blue crystals. Its best to use large maps like flatgrass for such occasion. I manage it on my now dead server with very... Demanding results.
[QUOTE=Xanuch;27119264]I actually noclip and mash the HELL outta the spawn button for any of the crystals. Mainly the red and blue crystals. Its best to use large maps like flatgrass for such occasion. I manage it on my now dead server with very... Demanding results.[/QUOTE] Alright, Thanks.
here this may help with your tiberium spawning ventures [url]http://subversion.assembla.com/svn/elvenstarnet/Gmod/gmod_tool.zip[/url] download, unzip and place in you tiberium>lua>weapons folder this adds a green, blue and red spawner tool i did not admin only them so u need to do that on your own if u know how to. Also Op can add this in the addon as i promised it some time ago.
helo guys is tha my for this mod work in progress enjoy gdi base [url]http://sphotos.ak.fbcdn.net/hphotos-ak-ash1/hs776.ash1/166669_158300080884933_100001148264866_306539_1559008_n.jpg[/url] nod base [url]http://sphotos.ak.fbcdn.net/hphotos-ak-snc4/hs1388.snc4/164062_158300107551597_100001148264866_306540_5933235_n.jpg[/url]
dam i was working on a C&C map too lol nod obelisk needs to be taller considering it has to oversee the whole area and maybe should be in the center of the base ;)
Huh, I like the use of TS and TD structures in conjunction. If you find my map gm C&C Bridges(Or something like that), you're welcome to use anything you find in it, should have a vmf with it. Just give some credit to Ian B. and myself if you do use it.
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