• Tiberium Addon
    462 replies, posted
Oh hey, just wanted to drop you a kudos on that map jeffman, I had plenty of fun destroyin' bridges and whatnot!
thanks all like this and special thanks for jeffman
umm i like this alot but that solar panel thing gives me a lua error so will you fix it and add more war heads
awwwwwwww i really wanted the war heads.
new version guys gdi power station out [url]http://a5.sphotos.ak.fbcdn.net/hphotos-ak-snc6/190461_170892472959027_100001148264866_372348_7986518_n.jpg[/url] [url]http://a3.sphotos.ak.fbcdn.net/hphotos-ak-snc6/184603_170892496292358_100001148264866_372349_6193986_n.jpg[/url] [url]http://a8.sphotos.ak.fbcdn.net/hphotos-ak-snc6/190555_170892512959023_100001148264866_372350_3535499_n.jpg[/url] [url]http://a2.sphotos.ak.fbcdn.net/hphotos-ak-ash4/188462_170892539625687_100001148264866_372351_5341619_n.jpg[/url] [url]http://a6.sphotos.ak.fbcdn.net/hphotos-ak-ash4/189953_170892586292349_100001148264866_372353_3868421_n.jpg[/url] in [url]http://a7.sphotos.ak.fbcdn.net/hphotos-ak-snc6/183182_170892596292348_100001148264866_372354_7091699_n.jpg[/url] [url]http://a4.sphotos.ak.fbcdn.net/hphotos-ak-snc6/183092_170892562959018_100001148264866_372352_6439047_n.jpg[/url] [url]http://a6.sphotos.ak.fbcdn.net/hphotos-ak-snc6/189772_170892449625696_100001148264866_372347_3360657_n.jpg[/url] enjoy guys xD
Hmmm, this mod doesnt seem to work all that well. The Harvesters / entities don't link to any other RD3 stuff. It would also be better if all the tiberium entities were in the CAF menu EDIT: I'm guessing Kialta's dead or something, cos he hasnt replied on these forums for a long time Thats two potential saviours gone...
i think is dead come back plz
I just found out how to fix the broken radar: line 34 in WTiberium\lua\entities\wtib_radar_medium\init.lua is missing a self reference for the ConsumeRessource function. I added it so it looks like this WTib.ConsumeResource(self,"energy",Amount) and now I haz radar :D I also hope this will get a revival somewhen, I really like building tiberium trucks o.o
Yeah, I really liked the tiberium mods that were coming out. But nobody was hosting them, so they kind of died out. But yes, I am a die hard c&c fan.
Found a few naming errors in energycell, raw or ref tib tank and liquid tib tank. But the bigger problem for me atm is something that breaks wirelink use of outputs after pasting with AdvDupe2. I don't know what it is but it ONLY breaks wirelink use of the outputs, when debugged they show the correct values but when used over E2 wirelink they only give out 0. I also can mostlikely confirm it's only for WTib things like that, I tested a LS energycell and that one worked still after pasting. So I'm trying to compare the two now but they are a bit much different, one being 'hardcoded' while the other's more dynamically used in LS. Maybe kevkev could take a look into that since he atleast did something in october on this, according to the svn logs.
[QUOTE=BloodyRain2k;33783096]Found a few naming errors in energycell, raw or ref tib tank and liquid tib tank. But the bigger problem for me atm is something that breaks wirelink use of outputs after pasting with AdvDupe2. I don't know what it is but it ONLY breaks wirelink use of the outputs, when debugged they show the correct values but when used over E2 wirelink they only give out 0. I also can mostlikely confirm it's only for WTib things like that, I tested a LS energycell and that one worked still after pasting. So I'm trying to compare the two now but they are a bit much different, one being 'hardcoded' while the other's more dynamically used in LS. Maybe kevkev could take a look into that since he atleast did something in october on this, according to the svn logs.[/QUOTE] Appart from the addResource being dynamic in LS, the rest of the battery code should be more or less "static". So it shouldn't be to hard to compare. Especially the Wire parts...
[QUOTE=SB2DevTeam;33794060]Appart from the addResource being dynamic in LS, the rest of the battery code should be more or less "static". So it shouldn't be to hard to compare. Especially the Wire parts...[/QUOTE] That's what confused me, the most part's I found WERE the same. The only thing that was different was WTib's ApplyDupeInfo function which contained a RD switch to work with RD2 and RD3. But it also seem to have contained something that only reacted to wire / wire adv dup which may be the reason why it didn't work AdvDup2 since that's not from the wire guys. The biggest problem is that I know crap about GMod coding lol I'm blindfolded running through a forest hoping not to hit trees. I doubt it's something a gmod lua newbie like me could figure out : ( too many functions used I can't even thing of where they come from and how to feed them. The broken rader with it's missing part for consumeRessource was easy since I just had to compare that function call with another thing from the same mod.
Maybe I'll take a look at it once I've done more work for SB4. Not really sure though , will probably depend on if anyone else is still working on this or not...
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