Pssh, get all technical on me why don't ya?
Makes me want to play it, still workin' on C&C3 though.
Pssh, get all technical on me why don't ya?
Makes me want to play it, still workin' on C&C3 though.
I think I'm going to compile the sounds that Kevkev put in the update into a txt file for those using that Sound Menu program. I'll upload it here for you guys to use, instead of manually searching for it for the wire emitters.
Anyway, if you need help, I'm at your disposal. After your ban ends (tomorrow), of course...
I didn't have anything show up in my wire sound emitter. I'll check again.
Alright, I double checked the sound emitter on the wire list, I don't have any of the sound files.
I think the sound file for the wire sounds needs to be in a 'shared' folder, instead of the autorun/server folder. Have it as the init.lua file: addons/Wtiberium/lua/tiberium/shared/init.lua.
I found this worked for a few other addons that I have that show up in the wire sound emitter list.
I usually just Steam Roll in nearly every situation, 5 APCs (3 rockets, 2 zones) and 5 Mammoths.
Nod, I just spam the shit outta the Attack Bikes and clone 'em.[/oftopic]
Does this do Prop damage?Cool addon BTW.
Avatar for anti-ground+Stealth Tank for anti-air+Beam Cannon for anti-defense. 'Nuff said.
Best unit in terms of damage output? Avatar with flamer. I'm not kidding, it kills infantry, tanks and buildings like no tomorrow.
Thought that was a givin'.
On an on topic note:
I just finished messing around with the mod and noticed no defects. Almost.
Everything works except for being contaminated by the Tib, I mean, I was litterally swimming in the stuff and standing by it when it offgased and I wouldn't loose health nor would I become contaminated. My props, however, would. I guess that tells me not to build up a mining operation inside of a field.
-Love the new texture(s)
-Warheads are easy to use/understand
-It takes to things of Tiberium to generate more? Hm.
-:wtf: Seeder Warhead won't work
So, if you put engi's in it, it'll repair itself?
Yeah, but you only need one for that function, each extra just makes it heal quicker.
So, really, it doesn't have infantry emplacements, it has hardpoints, the infantry are added permanently once they enter. The Redeemer has the same function, but there's 2 hardpoints instead of 4, and the the Scrin Hexapod has 6.
Now, back on topic, how's that beam that soaks up tiberium and becomes stronger?
I have yet to work on it since i worked on the sunrise gamemode, but i will do some stuff for the Tiberium addon today.
Oh, Slimswitch recruited you? Cool. And I was a bit worried when The Maw decided to stop working on it. I haven't been keeping track past that point, though.
Just need a basic green beam, jury-rig one from the ropes material(?) only green colored.
How do you use this?
Everything needs power and even the harvesters do so it's pointless.
When i get life support it just says 'Get resourced distribution' When i already have it....
yes ive been waiting for this addon to get rebooted it works great but, i would like to see the tiberium radar back in
This is awesome. Dunno if it was suggested or not, but a few things that need to be added:
Tiberium Seeder Missiles: From C&C3. NOD could make Tiberium Seeder Missiles which would create a small path of Tiberium. In the mod, the missile could be changed a bit so that it created a tiberium vein in itself, not just a patch.
Veins and Veinhole Monsters: One of the best things in Tiberian Sun if you ask me.
Veinholes and the veins or tendrils that they produce were used by the NOD to make their chemical missiles. The veinhole itself was some kind of organic creature or plant that grew underground with a maw or mouth that would extend out of the ground in a slight depression around it. Tiberium veins or weeds would grow around this as a reddish orange tendril, tentacle, or 'vein'. The tendrils would rip apart anything that touched them to feed the veinhole in the middle of the field, and if they grew onto buildings they would quickly tear it apart.
Tiberium Veins/Weeds, unlike Tiberium itself, did not have a limited grow radius. If left unchecked a vein field would grow over the entire map save for tiberium fields. Which is why it was always good to either have a large amount of weed eaters (harvesters for the veins) or destroy the veinhole. Destroying the veinhole was difficult however because not only was it resilient and in the middle of a potentially vast field of aggressive veins (it would take some time to find it in larger fields, and the longer you spent in the field the more units you lost) but it also spewed toxic gas when attacked. However if you destroy a veinhole, the entire field will begin to die until it's entirely gone.
There's been a lot of speculation on this, but It seems to be a common consensus that Red Tiberium was an underwater strain of Tiberium that would grow in either salt or fresh water, and made traversing bodies of water next to impossible. This reason is unknown, but it could be that Red Tiberium was an especially violent/radioactive strain that would quickly destroy or assimilate other things. Another reason could be that it grew to be very large and would come very close to the surface, in essence creating impassible tiberium reefs.
The seeder warhead is far from done, but i am not sure if i want to create a parent crystal where it hits, those parent crystals can not be destroyed.
I can make some sort of veinhole but i cant create growing tentacles, this is to hard to do and i doubt if even possible in GMod.
I have some plantlife planned for later (Maybe) in the changelog.
The base tiberium is basicly red, it is just tiberium but with more density.
This unnown strain started to appear during the Firestorm crisis. Although few had the chance to harvest it, those who did remarked that it is even more valuable and explosive than Tiberium Arboreus (an offshoot of Tiberium Vinifera).
Though this form referred to as algae as if it was a form of mutated flora, it is actually Ichor growing in water. It forms from Ichor deposits that extended from either Riparius or Vinifera on the sea floor to the surface by strands, clogging waterways and making travelling by ship impossible (although the highest concentration was achieved during the Firestorm crisis, GDI managed to partially decontaminate the oceans since then).
What happened to tiberium towers?
I see the models there but not the entities :ninja:
This is all exactly what I said, just worded differently. =\
As for the veins and walls. No. Regular concrete walls were broken down by the veins. The only walls in Tiberian Sun that would stop them that I can recall were the laser fences. They also killed Cyborgs. As for the gas, no. Infantry was still a good way to kill veinhole monsters, as the gas would often move in random directions, slowly, and sometimes even hover over the monster rather than move away.
Of course hovercraft can traverse it safely. They don't touch it. as for weed-eaters, I mentioned those too. Do you make a habit of repeating what other people say? It's kind of annoying and arrogant.
No way, I have TS too and the stuff destroys laser fences but grows around concrete walls. I know growth speed is determined by a variable stored in the rules.ini and the default value varies from level to level. What I know is that if you wall yourself off with regular walls and let the veins grow around your base freely, you are pretty much safe from ground vehicles... But getting out of your base can prove to be a problem, as you can't build gates (they WILL be attacked since they count as regular buildings). Nevermind, build up AA and some artillery, you are safe. Period.
My fault, I only remembered they kill jumpjet infantry. Well, I guess it's because of excessive mechanisation, I can't think of any other reason. Point is, they leave regular fleshbags alone.
True, but the monsta spat lots of gas. I often find myself having to change position before continuing firing. And the thing is very tough, I always use bombers to get rid of it quickly. Orca bombers kill it in about 4-5 bombing runs.
Yes, you did.
You can tell me it's annoying, I won't say a word. But I'd kinda appreciate it if you wouldn't call me arrogant after A SINGLE INCIDENT. Not that I want to flame or anything, it just feels kinda bad. And the guys will get mad at us if we devolve this thread into a flamewar's battleground.
I didn't call YOU, personally, arrogant. I only called what you were doing an arrogant action. =\
As for the walls: I dunno. My memory may be a bit hazy but I seem to recall laser fence working better than reguar walls. Then again that might be because I only built regular walls as GDI (Who would want regular walls if you got laser fences? seriously) and as GDI you naturally put defense towers into the walls.
As for the veinhole mosters, in the long run it's generally best to NOT destroy them. Make an outpost base near the edge of the field and wall it in if you can, direct the spread to your enemy's base, but don't destroy it. AS NOD. for GDI, vein is useless, but for Nod it's the best resource in game. Get 5 weed-eaters going in a base close to the veins and you'll have enough chemical missiles stored up to destroy an entire base.
As far as I can remember, you could store, what, 5 chemical missiles before the harvested vein was worthless?
I just realized. Going on Kwigg's suggestion about Omnivora's tentacles, that would be good for the veinhole itself, too! Since according to the Wiki, the veins dismantle things to feed to the veinhole monster in the middle, then Omnivora tentacles could be slightly altered, or even use Omnivora's script itself with permission, to make the Veinhole Monster grow and spread through eating things! That would also work for the plant life that KevKev has planned!
Well, regular laser fences have INSANE durability, it takes about 3-4 minutes for the veins to destroy a single segment. That is, if they can't catch the fence post.
You build only regular walls as GDI? I recommend a layer of Firestorm segments INSIDE the outer concrete wall as added protection against, I don't know, bombers?
W-?! I GOT IT!!! Tib-powered Firestorm defenses! Kevkev, can you do that??? What I mean: a central generator and a bunch of emitters. You charge the generator with refined tib and energy, once it's ready you can use it to create an ABSOLUTELY IMPENETERABLE energy field, say, up to 200 meters above the emitters. This field would cause a slight visual distortion in the air and instantly vaporize anything that touches it, contraption, GCombat, anything. Let's see, 10 minute charging with five minute activity?
Nope, only two. You harvest a full load (full processing facility), it is made into a chemical missile. The next full load won't be made into a missile until the first is fired but when that happens, it is ready in a matter of seconds. Only two because you can't build another Tib Waste Processing Facility and the harvest is only taken into the missile silo when the facility is full. However, WEs continue to harvest and waste the stuff (it is too corrosive to be stored in regular Tib silos), which is irrelevant since veins regrow fairly quickly.
We need Tiberium Spikes.
For those that don't know, shame on you. But they're basically Oil Derricks for Tiberium, drills down to get tib as opposed to having a harvester, well, harvest it. Be useful for close-quartered bases where you don't want your crap to contaminated; for instance say, oh I donno, maybe the weapons lab I built a few days ago?
And sure, ill make a spike.
We need atmosphere. I just realized this. When Tiberium spreads, it releases radioactive gasses around it. That was one of the things that made Tiberium fields so deadly to infantry besides the Tiberium's tendancy to bombard matter with protons and neutrons, knocking off bits of something else, to make more of itself**. It was highly radioactive and highly poisonous. If it can be done, there needs to be a heavy white mist that hangs over the Tiberium.
"Tiberium gas is highly corrosive in nature and will damage vehicles and buildings. Soldiers without a special suit will die as soon as the gas enters their lungs or when the gas is absorbed into the blood stream. It may cause mutations, turning them into Visceroids. Tiberium gas clouds also damages Cyborgs and Mutants."
Unknown: 29% "
And as for plant life, we need Blossom Trees.
"A more disturbing method of Tiberium growth is witnessed when the area Tiberium is in has any sort of foliage, such as trees or bushes. Through an unexplained mutagenic process, Tiberium alters these trees into "Blossom Trees". These "trees" are fleshy stalks with a large bulb at the top. The bulb regularly contracts and relaxes, releasing microscopic Tiberium crystals and gases into the atmosphere. As long as there is a Blossom Tree in an area, Tiberium will constantly regrow around the tree. Most attempts at injuring or removing Blossom Trees have been ineffective."
and as for Blue Tiberium...
"Tiberium Vinifera, the highly combustible blue-coloured Tiberium variant, has its own specific form of spread. If a large enough patch of Vinifera grows to maturity, the crystals will meld together into a massive blue crystal, roughly 10 meters high. These large Vinifera masses act similarly to Blossom Trees (it is unknown how), but at a much slower pace. These crystals are very volatile, and if a vehicle manages to be destroyed over a patch of Viniferia, it will start a slow chain reaction. The crystals will catch fire and then explode after a short time, and some small pieces of debris will land on other areas and catch them on fire and so on, until very little of the original patch remains."
**"The new Tiberium is a dense "dynamic proton lattice" held together by exotic heavy particles. When Tiberium comes into contact with other matter, the heavy particles randomly collide with the nuclei of the target matter, smashing it to pieces (in the case of smaller nuclei) or incrementally knocking off protons or neutrons (in the case of heavier nuclei). Tiberium captures a fraction of the protons that are ejected during this collision process and incorporates them into its own structure, thus transmuting matter into more Tiberium. Whenever one of the heavy particles — a muon or tauon — collides with an atomic nucleus, fission occurs, which results in the production of alpha, beta, and gamma radiation as well as other forms of electromagnetic radiation (like infra-red). During the transmutation process, nuclei that Tiberium has come into contact with may be changed into nuclei with different (usually fewer) numbers of protons or neutrons. The evolved Tiberium continues to form green (low mineral density) and blue (high mineral density) crystals, varying in worth."
All of these are from the Tiberium wiki on the C&C Wikia. http://cnc.wikia.com/wiki/Tiberium