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 Tiberium Mod 
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Joined: Wed Mar 03, 2010 11:29 pm
Posts: 122
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Post Re: Tiberium Mod
Next, I think you could make things designed for fighting Tiberium.
Hazard-suit actors, Tiberium-killing bombs, etc.

Also, I still think you could increase the Projector's range.


Sat Jun 26, 2010 10:04 pm
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Joined: Sat Jun 26, 2010 2:38 pm
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Post Re: Tiberium Mod
runs so much better now but i think the sonic projector was much better befor the update that removed blue tib


Sat Jun 26, 2010 10:17 pm
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Joined: Thu Apr 22, 2010 3:07 pm
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Location: Finland, Middle of Nowhere
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Post Re: Tiberium Mod
Drop the meteor into the crater in zombie cave, leave it there for a while, order the sonic projector and try to get rid of the Tiberium. The projector's recoil is all messed up, as the user shakes back and forth like during an earthquake. It's hard to use the tool when trying to get the Tiberium from a tricky spot. Also, now that the blue Tib doesn't appear, the game doesn't lag as much as before, and you see more quickly how the Tib spreads across the map, to the point i had to nuke 1/3 of the Zombie cave to stop the spreading of the Tiberium. Awesome stuff! Even the bigass AAL nuke wasn't able to get rid of it all in one explosion, and a MDC nuclear rocket had to quickly clean off the rest of the Tiberium infesting the cave. Stuff that just refuses to go down quietly and easily while trying to spread around... I love this thing.


Sat Jun 26, 2010 10:32 pm
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Joined: Tue Aug 14, 2007 8:40 pm
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Post Re: Tiberium Mod
Collective wrote:
Hazard-suit...

Hey, that was my idea :|


Sat Jun 26, 2010 10:38 pm
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Joined: Thu Apr 08, 2010 2:43 am
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Location: Ontario, Canada
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Post Re: Tiberium Mod
I'm happy you got a rid of the blue tiberium, everything would always go down hill once it came out. This is a great mod though, I love experimenting with the tiberium to see how it spreads and how different things affect it. I contained it in a sectioned off part of the map, I couldn't get screen caps to far in since this was before the recent update and it got laggy. I'm really looking forward to the sonic fence idea though, since my other attempts at making a base it could not spread through failed.

This is what happened to my lovely generic base:
Image

This is what happened to the dummy I placed on the other side of the containing walls... Nothing:
Image

Here are the AI dummies getting sodomized by the tiberium while it spanks them and asks "who's you daddy?":
Image


Sun Jun 27, 2010 1:37 am
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Joined: Sun Oct 11, 2009 7:47 pm
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Post Re: Tiberium Mod
I use the brutality mod.
viewtopic.php?f=61&t=19022


Sun Jun 27, 2010 3:41 am
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Joined: Fri Apr 30, 2010 2:12 pm
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Post Re: Tiberium Mod
Attachment:
SoundGun.bmp [2.37 KiB]
Not downloaded yet

Sorry, I cannot resist to share.


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Soundgun.rar [3.11 KiB]
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Sun Jun 27, 2010 4:38 am
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Joined: Fri Dec 22, 2006 4:20 am
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Post Re: Tiberium Mod
I like it, but the tiberium is simply too kick-ass. It doesn't grow nearly this fast in tiberium sun.


Sun Jun 27, 2010 5:35 am
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Post Re: Tiberium Mod
Yeah but if you slow it down to Tiberian Sun speeds, it'd take forever. Plus, you could argue that as this only grows on a single dimensional scale, the tiberium can grow faster.


Sun Jun 27, 2010 5:46 am
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Location: Comox, BC, Canada
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Post Re: Tiberium Mod
CrazyMLC wrote:
I like it, but the tiberium is simply too kick-ass. It doesn't grow nearly this fast in tiberium sun.


Yet another game ruined by budget cut and retarded deadlines.

Quick question, how do you make an actor immune? Is that in the tib's lua or the actor's? I'm specifically using OAU's strike commando, just because he looks cool. I might do a zone trooper actor someday...

Btw this mod is amazing it seems kinda boring at first, then the panic kicks in when the tiberium starts to spread too fast to control.

I definently think the sonic emitters need a resprite or a rework.


Sun Jun 27, 2010 8:49 am
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Joined: Fri May 15, 2009 10:29 am
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Post Re: Tiberium Mod
You would designate it in the script of the actor itself I believe.


Sun Jun 27, 2010 9:54 am
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Post Re: Tiberium Mod
Sonic fence literally obliterates anything that go near it, which is not nice. And it just stay in mid-air. Look for other people's codes(TLB's computer brain, darlos' turrets) to see if they help to make the fence deploy on ground.

Tiberium still kills actors too quickly, and indiscriminate to stronger/weaker actors. It needs to drain health slowly, so we can have some fights going on on tiberium fields.

And, it lags after it has make a little crater of tiberium(edited). I know it's totally normal, but more de-lagging(wt?) is always appreciated. EDIT: It also need more brittle-like breaking sfx.

Finally, I cannot stress more how fun it is to watch them tiberium grow and corrupt the terrain. This is truly something new, yet proved by you it is do-able. Makes me wonder why haven't we have a fungi faction already.

EDIT: Also, the sonic emitter needs to have visual effect to show where it hit. Long list, I know. Don't stress yourself, the mod is as great as it is already :)


Sun Jun 27, 2010 2:27 pm
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Post Re: Tiberium Mod
alphagamer774 wrote:
Quick question, how do you make an actor immune? Is that in the tib's lua or the actor's? I'm specifically using OAU's strike commando, just because he looks cool. I might do a zone trooper actor someday...


Agreed that I wanted to do this. Basically, you have to go into the OAU commando's .ini file and add the line "AddToGroup = Tiberium", and it should work fine. I did it in a slightly more convoluted way, but that involved editing four different Lua files in addition to the commando's file, as well as editing the rest of the OAU mod slightly according to a preference for consistency.

Long story short, add the line "AddToGroup = Tiberium" just after "AddToGroup = Actors" and you'll be fine.


Sun Jun 27, 2010 5:50 pm
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Joined: Sat Nov 21, 2009 5:18 pm
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Post Re: Tiberium Mod
Add to this mod thermonuclear Tiberius. Well this is the atomic bomb, which sprays Tiberius long distance, and even add Tiberium grenades


Sun Jun 27, 2010 6:36 pm
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Post Re: Tiberium Mod
The Decaying Soldat wrote:
Makes me wonder why haven't we have a fungi faction already.


Soon enough, man!

And also, the sonic fence thingy should have a script that only kills the tiberium. Also, using just one group to make immune actors is kinda weird in the long run, you should have a list, somewhat like Tartarus' list, but since there should be a few actors immune to tiberium it'd be short.

One more complaint: When the tibs decide to spread, the sight of them 'jumping' around is a bit ridiculous. Lower the jump distance or something, please.

Otherwise, this is a beautiful mod that delivers!


Mon Jun 28, 2010 3:35 am
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