But with a thinner stalk. It's about the size of a person, meter and a half to two, or 5 to 7 feet.
What kind of tiberium should go with? The old (with a fungus and a tree) or the new (just crystals and a tiberium tower?)
That one typically just grows green crystals. The blue version isn't a mutated tree, but just a larger jumbled crystal form that's too dense to be harvested.
I dunno how Kev fixed it after I reported it to him, but he apparently fixed it.
And Mooee, I know you know, just couldn't get the other post that you quoted ><
Damn, I can see C&C GCombat scenarios being spawned outta this...it'd be pretty damn cool if it didn't lag :/ (Lynix's version lagged HARD with multiple entities, so when you had a factory going, you'd drop to 6-8 FPS, not the funnest experience ever D:).
I remember when Warmelons had support for tib. I played warmelons all the time.
I should be added to the credits since i complied and skinned thoes models.
i don't even think it was Lynix who modeled them.
It would be pleasant if there was the tiberium veins growing everywhere. And also I LOVE YOU MAN. I thought the Tib mod was gone I thanks you a lot.
Hey kevkev: Great job on the tiberium. But what's this about red tiberium? :O
Also, you say you are needing a modeller to help you out? I've been divulging a bit into 3ds max, and I think I can help you out... If you got any questions, send me a PM and I'll see if I can help you out.
Edit: Sam, you can make tiberium grow everywhere:
However, it gets laggy very fast FPS-wise if it grows uncontrollably, plus you'll find your base/props/items covered in poisonous crystals, so make sure you make yourself some safe zones to avoid getting clogged... Well, at least their not dangerous like prop devouring blast fungi... =PCode:wtib_maxrange 50000 (I think it's wtib_maxrange...)
What? What's annoying? There's nothing wrong with that statement.
I really like this addon but I would really like to see if this Addon could be used without LS and RD for other game purposes.
It could be really amazing for use of a tactical base building/team gamemode or such. :)
How do you make Tiberium missiles, I get a shell put it in the breach loaded cannon, press fire and it just drops out then explodes.
to launch a missile you need to wire it up using either a laser pointer/gps-coords/Beacon-targetfinder-combo and then add the fire button. (=
You also have to make sure you have a missle, not just the Warhead.
Yeah, touch the warhead to the missile first.
I am getting a nasty bit of lag while looking at the refinery stuff and storage tanks, I've read around the thread and saw the dynamic lights thing... but even when setting it to 0, i still get the same lag effect while looking towards the aforementioned...
When I look away, it's like the object's aren't even spawned, and I have no problems looking at the tiberium...
I am also getting lag once I spawn about 3-4 of these SENTS, and once i remove all those SENTS, the lag goes away...
Can't seem to link stuff with the RD3 tools... not to storage tanks, not to nodes, it doesn't accept any of the tiberium sents as valid link points. :(
Works fine with Generation 2 Resource Distribution stuff....
I thought i fixed the FPS drops a while ago, are you sure you are on the latest SVN version?
Same for RD3, it worked when i tested it.
Holy crap! I left the Gmod community for a while and I check back and my Tiberium model is still in use! Are you just using the Tiberium crystal model, or are you also using the large Tiberium tower model as well? You know, the one that is a large crystal with hexagonal faces growing upwards?
To answer your question, yes I am using the latest straight from the SVN. I am willing to bet the FPS drop is due to the fact that none of your SENTS can be linked to the RD3 networks (snake probably changed the way resource libs/hooking/whatever work). Also, snakesvx has been rewriting much of the codebases (again). I haven't lurked long enough to say much of anything specific, I just know that RD3/CAF is still more alpha than beta, and he's been changing a lot of the functions.
Note that RD2 does NOT have these issues and work as intented (almost). Speaking of bugs, using the growth accelerator in the vicinity of a green tiberium tower (may happen with blue ones too) causes lua errors, and then the growth accelerators stop working.
Here are some example posts of SnakeSVx talking about code rewrites. May or may not be relevant.
The first link should fix this problem indeed, let me change it, ill upload the change later today with some other things you guys might like.
I uploaded some new models for the entities, including the RD3 fix (Untested).
No, I made them. They were each literally 5-minute models which is why I was surprised that they were still being used after all this time.
On a different note, does tiberium grow on props correctly now? Last I was around, they froze whatever prop they were on. My dream was to have a big-ass ship infected with tiberium that harvested the tiberium that was growing on it for a self-replenishing weapons supply. If that has become possible, I may need to return to garrysmod for a little while here...
Actually, from what I've tested, it works now. I haven't really tried other props, but the tiberium seems able to grow on the SEnts related to it quite well. However, a lot has changed. Gcombat doesn't use munitions any more, and this doesn't have any Gcombat support last time I looked. If you meant for energy weapons, then maybe, but I don't think Gcombat even supports those now either.
If I wasn't at college, I'd be interested, but 3ds max is on the desktop at home. Sorry! :(
You know, of all the people I've talked to over the years, you are the second person to recognize the avatar.
Also, another bug: Medium harvester does not update in the popup if the device is on or off, it just always says off. (Tested on Rev 150, not sure if it still does that after all the stuff you were changing :P)
Yes, I checked them just before making that edit.
I think snake also changed some of the resource functions. One of his forum posts mentions that functions which have rd in them are now rd3 (I don't know the functions specifically, I just know that it was in a post I ran across on his forum). For example, base_rd_entity is now base_rd3_entity.
Can I add you to steam?
EDIT: Talked to snakesvx, the "fix" you put in was for CAF 2.0... problem is it's not even released yet!
I love the tiberium sprayer :D