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 [WIP] ComComq r5 (Command & Conquer in CC) 
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Joined: Sun Dec 31, 2006 5:29 pm
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Post 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?


Wed Jul 21, 2010 5:52 pm
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Joined: Thu Jun 10, 2010 6:08 pm
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Post Re: [WIP] ComComq r5 (Command & Conquer in CC)
>_>

<_<

*starts chanting*


We want tiberium immune people! Give them! :grin:

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.


Wed Jul 21, 2010 8:01 pm
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Post Re: [WIP] ComComq r5 (Command & Conquer in CC)
Dragonchampion wrote:
>_>

<_<

*starts chanting*


We want tiberium immune people! Give them! :grin:

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.


Wed Jul 21, 2010 8:05 pm
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Post Re: [WIP] ComComq r5 (Command & Conquer in CC)
That's because they regenerate faster than the tiberium damages them.


Wed Jul 21, 2010 9:06 pm
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Post 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


Wed Jul 21, 2010 10:04 pm
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Post 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)


Wed Jul 21, 2010 10:14 pm
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Joined: Tue Feb 02, 2010 11:36 pm
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Post 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.


Wed Jul 21, 2010 10:56 pm
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Post Re: [WIP] ComComq r5 (Command & Conquer in CC)
Yes finally!
I have been waiting for this since the Tiberium!
:D


Wed Jul 21, 2010 11:36 pm
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Post 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.


Thu Jul 22, 2010 12:44 am
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Post 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....


Thu Jul 22, 2010 2:32 am
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Post Re: [WIP] ComComq r5 (Command & Conquer in CC)
Hundreds of people wrote:
... hazmat...

Yeeeeeah 8)

Anyway, we need a chemical warrior, because red domes are sexy.


Thu Jul 22, 2010 12:49 pm
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Post 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
C&C3.JPG [ 96.28 KiB | Viewed 3818 times ]

I can't get closer :???: .


Thu Jul 22, 2010 8:53 pm
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Post Re: [WIP] ComComq r5 (Command & Conquer in CC)
Naxete wrote:
Hundreds of people wrote:
... hazmat...

Yeeeeeah 8)

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


Thu Jul 22, 2010 9:27 pm
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Post Re: [WIP] ComComq r5 (Command & Conquer in CC)
CCnewplayer wrote:
I can't get closer :???: .

It helps :wink:

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:

Image + Image + Image + Image


Thu Jul 22, 2010 9:49 pm
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Joined: Sat Apr 17, 2010 6:43 am
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Post 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.


Fri Jul 23, 2010 5:09 am
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