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Nocifer
Joined: Tue Mar 16, 2010 7:38 pm Posts: 447 Location: The Ninth Circle
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 Re: Tiberium Mod
Well, the idea is that the group to which the immunized actors are to be added is that list. I mean, if you really wanted to, you could change the code to refer to an entirely separate group, and just add each immunized actor to that group, but the overall effect would be essentially the same, and with significantly more effort expended.
tl:dr -- I must be thick in the skull, because I don't grasp your meaning.
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Mon Jun 28, 2010 5:31 am |
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JangkrikBusterII
Joined: Thu Nov 19, 2009 1:35 pm Posts: 176 Location: Kartasura, Indonesia. Sit in front of my computer
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 Re: Tiberium Mod
I really wondered by the Meteor. But, it's will be more cool with lots, I mean Lots pretty effect that does'nt make CC lag.
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Mon Jun 28, 2010 9:58 am |
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The Decaying Soldat
Joined: Thu May 15, 2008 11:40 am Posts: 1527 Location: In heaven, everything is fine.
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 Re: Tiberium Mod
We do need tiberium immune actors. Or, we need a tiberium infusion injection tool that renders user immune to, or even heal in tiberium fields.
Also, the visceroids are meatballs derived from severely mutated humans. I think stapling a bunch of actor gibs together in to a rough sphere would give better representation of them.
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Mon Jun 28, 2010 10:12 am |
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Karion
Joined: Thu Apr 15, 2010 3:39 am Posts: 54
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 Re: Tiberium Mod
why not make a tool that harvest the tiberium and them can throw it like liquid tiberium?? idk if is possible determinate the amount of tiberium for the ammo using lua
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Mon Jun 28, 2010 5:15 pm |
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panzerforce
Joined: Mon Jan 11, 2010 2:50 pm Posts: 66
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 Re: Tiberium Mod
I can see the nightmare.Tiberium on the same side as Zombots. Not attacking eachother, but you. Try to fend off that!
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Tue Jun 29, 2010 4:06 pm |
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Culthero
Joined: Thu Mar 04, 2010 9:07 pm Posts: 126 Location: Turkey
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 Re: Tiberium Mod
panzerforce wrote: I can see the nightmare.Tiberium on the same side as Zombots. Not attacking eachother, but you. Try to fend off that! Unless you have the best of computers, the lag would put you in a coma first. If you can get over it you may try :  . But the idea is cool. There should be missions where an area is tiberium/creeping vine infested and then in the middle of that there is that important item you should deliver to another base. You arrive but you are shocked to see that the remains of enemy faction's soldiers now serve as fertilizer to what seems to be a peculiar plant growth! So you should make it through the green horror. And then, what? Dun-dun Dun-dun Dun-dun Dun-dun The zombbots have arrived before you!!!! Now you have to fight them, too! That would be a damn hard mission.
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Tue Jun 29, 2010 4:42 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: Tiberium Mod
Tiberium + Creeper Vines + Cordyc + Zombots. Now what?
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Tue Jun 29, 2010 5:05 pm |
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panzerforce
Joined: Mon Jan 11, 2010 2:50 pm Posts: 66
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 Re: Tiberium Mod
Personally, I would grab my mouse and throw it out the window.
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Tue Jun 29, 2010 5:07 pm |
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Raven
Joined: Tue Aug 14, 2007 8:40 pm Posts: 259
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 Re: Tiberium Mod
A dash of Chuck Norris? Nah, I'd use the whole thing if I were you.
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Tue Jun 29, 2010 5:21 pm |
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Frostilicus
Joined: Fri Jul 31, 2009 4:11 am Posts: 42
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 Re: Tiberium Mod
Creeper vine that, when it kills an actor, deletes it like the D9 microwave gun but throws up a viny, growing silhouette of the character instead of ash.... Has an effect similar to the tiberium, but instead of popping around like popcorn (which, actually, doesn't bother me at all. it looks neat and it makes it easier to follow the growth), it just sprouts out of itself.... Maybe, based on the mass of the object it destroys, it "grows" x actors on y points of the object.... So, it slowly kills all actors, including itself, and the growing you see is the vine sprouting out of its own pseudo-gib....
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Tue Jun 29, 2010 6:18 pm |
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Gotcha!
Joined: Tue Apr 01, 2008 4:49 pm Posts: 1972 Location: The Netherlands
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 Re: Tiberium Mod
Nice work, Commodore111. Really amazing stuff. 
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Wed Jun 30, 2010 3:44 pm |
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sam123486
Joined: Sun May 02, 2010 3:39 pm Posts: 354
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 Re: Tiberium Mod
Yes, and he deserves a reward for this. I will make him a good avatar that is based on this mod. I will PM you when its ready, Commodore. It won't be animated because I have no clue how to do that.
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Wed Jun 30, 2010 3:48 pm |
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BrainChild
Joined: Sun May 23, 2010 7:11 pm Posts: 193
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 Re: Tiberium Mod
I just had an idea
make the tiberium leech minerals and stuf out of the soil
like check where there is soil/ground/stone near the tiberium and over time it turns the soil from stone/ground into sand (all minerals etc. are leeched from the ground)
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Thu Jul 01, 2010 12:52 am |
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panzerforce
Joined: Mon Jan 11, 2010 2:50 pm Posts: 66
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 Re: Tiberium Mod
Hayo... Quicksand time! Imagine something like a Browncoat H. or a Crobo heavy trying to get away from the tiberium in the sand.
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Thu Jul 01, 2010 10:14 am |
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Dragonchampion
Joined: Thu Jun 10, 2010 6:08 pm Posts: 68
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 Re: Tiberium Mod
I love what you have done with this. Any progress with making mutants spawn at the large crystals? I am going to do my best to make a map where you have to hold out against the Tiberium and waves of mutants. as long as you can. I also have a bug where the sonic fences do not do anything. Exactly what do you have to do to make them work and repel Tiberium? And, a question that will come up later is, do Sonic projectors keep out Mutants?
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Sat Jul 10, 2010 4:18 am |
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