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Rahkshi lord
Joined: Sun Dec 31, 2006 5:29 pm Posts: 46
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
PvtVain wrote: Nevermind you are basing them off of the wayyyy old game
I thought you were going for the new GDI looks. But ill give this a try now. Are you serious? You're complaining about the mod without even trying it yet?
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Wed Jul 21, 2010 5:52 pm |
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Dragonchampion
Joined: Thu Jun 10, 2010 6:08 pm Posts: 68
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
>_> <_< *starts chanting* We want tiberium immune people! Give them! The mod is very well posished, even with the lack of sprites. However, I would suggest some turrets, maybe a tower one would be nice.
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Wed Jul 21, 2010 8:01 pm |
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dragonxp
Joined: Wed Sep 09, 2009 3:16 am Posts: 3032 Location: Somewhere in the universe
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Dragonchampion wrote: >_> <_< *starts chanting* We want tiberium immune people! Give them! The mod is very well posished, even with the lack of sprites. However, I would suggest some turrets, maybe a tower one would be nice. The cordyc is actually immune to the tib.
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Wed Jul 21, 2010 8:05 pm |
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Commodore111
Joined: Sun Oct 11, 2009 7:47 pm Posts: 132
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
That's because they regenerate faster than the tiberium damages them.
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Wed Jul 21, 2010 9:06 pm |
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Cmdr 5ir
Joined: Sun Feb 28, 2010 5:29 am Posts: 172
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
its ok, but it needs more stuff from C&C before its gonna be great. go C&C in CC
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Wed Jul 21, 2010 10:04 pm |
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unwoundpath
Joined: Sun Mar 07, 2010 7:19 am Posts: 1279 Location: Places. And things.
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Cmdr 5ir wrote: go C&C in CC that's confusing. anyway this mod is great! now only if we could make a rts mod in cc...( i dout it)
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Wed Jul 21, 2010 10:14 pm |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Guys....
AddToGroup = Tiberium
That little strip of code will make any actor tiberium immune. I already made the TacNuke drone, and the Metal Slug hazmat soldier immune.
Ones designed to work with the Tiberium would be cool, but even if he doesn't do it, you can make any actor that you want immune.
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Wed Jul 21, 2010 10:56 pm |
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Manbearpig
Joined: Sun Aug 03, 2008 4:08 pm Posts: 102 Location: Finland Winland!
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Yes finally! I have been waiting for this since the Tiberium!
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Wed Jul 21, 2010 11:36 pm |
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FuzzyMelon
Joined: Sat Mar 13, 2010 5:52 am Posts: 229
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
The Egotist wrote: Guys....
AddToGroup = Tiberium
That little strip of code will make any actor tiberium immune. I already made the TacNuke drone, and the Metal Slug hazmat soldier immune.
Ones designed to work with the Tiberium would be cool, but even if he doesn't do it, you can make any actor that you want immune. Wow, I had no idea that code was so powerful. I thought it only worked with creating brain actors and stuff but that's pretty cool.
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Thu Jul 22, 2010 12:44 am |
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The Egotist
Joined: Tue Feb 02, 2010 11:36 pm Posts: 130
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Yeah, it's conveniently simple, and I'm glad that Commodore used such a simple system.
I made the drone and the hazmat immune, so that I could give them the sonic projector and go clear out tiberium. I'm almost tempted to make the TacNuke ship immune, for abducting Tiberium... Any ideas for ships that would be good to immunize? Obviously not the vanilla stuff, but there might be a craft that would seem appropriate as a harvester....
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Thu Jul 22, 2010 2:32 am |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Hundreds of people wrote: ... hazmat... Yeeeeeah Anyway, we need a chemical warrior, because red domes are sexy.
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Thu Jul 22, 2010 12:49 pm |
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CCnewplayer
Joined: Wed Feb 24, 2010 11:00 pm Posts: 255 Location: Unknow
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
I liked these GDI sprites but they are more cool with composite armor(game upgrade) and with blue armor: Attachment:
C&C3.JPG [ 96.28 KiB | Viewed 3818 times ]
I can't get closer .
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Thu Jul 22, 2010 8:53 pm |
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Kiktamo
Joined: Sat Feb 13, 2010 5:27 am Posts: 23
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
Naxete wrote: Hundreds of people wrote: ... hazmat... Yeeeeeah Anyway, we need a chemical warrior, because red domes are sexy. True but if we're going to have a chemical warrior...i think we should have a Tiberium Trooper as well. http://cnc.wikia.com/wiki/Tiberium_trooper
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Thu Jul 22, 2010 9:27 pm |
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Naxete
Joined: Fri Apr 30, 2010 2:12 pm Posts: 560
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
CCnewplayer wrote: I can't get closer . It helps Kiktamo wrote: ... i think we should have a Tiberium Trooper as well. Yeah, we should, but first to begin with NODs we should have a decent amoun of strengh in GDI actors... anyway, those backtanks look very cool, a real pity lua wizzards didn't make jetpacks able to explode and disactivate. Actors until moment: + + +
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Thu Jul 22, 2010 9:49 pm |
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Nachtauge
Joined: Sat Apr 17, 2010 6:43 am Posts: 95
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Re: [WIP] ComComq r5 (Command & Conquer in CC)
I suppose if a Mammoth tank was to be made, someone could use the Unitech tank and make some new sprites. Power up the cannon massively and put a missle pod on the back. Bango, presto, Mammoth tank assembled.
This mod has some serious potential with what could be minimal work. It's exciting.
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Fri Jul 23, 2010 5:09 am |
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