Schmitzenbergh Posted May 7, 2017 Share Posted May 7, 2017 So @Ukill created a mutator for drivable harvesters. @Fffreak9999 and myself decided to have some fun https://onedrive.live.com/?cid=3393abc29e26f205&id=3393ABC29E26F205!293290&authkey=!AFxuMRpYbpTshNM Clicky link for video 4 Quote Link to comment Share on other sites More sharing options...
limsup Posted May 7, 2017 Share Posted May 7, 2017 (edited) Absolutely great! The only thing it's missing is the surprise crates granting you some unexpected effects! (Like speed-upgrade, nuke, or abduction, veterancy perhaps) Edited May 7, 2017 by limsup 2 Quote Link to comment Share on other sites More sharing options...
Xtractor Posted May 7, 2017 Share Posted May 7, 2017 well ..nicely done but sorry to tell .its kind of boring to me (cause the same speed ) ..BUT.. you started something that can lead to something awesome. Was thinking if a special map was done. like 10 Harvs line up and players spawn 30 feet behind it, at GO they run to their Harvy enter in it and go ..and random obstacles pop up here and there and mb some speed multiplier crates ..that would be a new competitive Mod for renx Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted May 7, 2017 Author Share Posted May 7, 2017 21 minutes ago, Xtractor said: well ..nicely done but sorry to tell .its kind of boring to me (cause the same speed ) ..BUT.. you started something that can lead to something awesome. Was thinking if a special map was done. like 10 Harvs line up and players spawn 30 feet behind it, at GO they run to their Harvy enter in it and go ..and random obstacles pop up here and there and mb some speed multiplier crates ..that would be a new competitive Mod for renx Yeah, with nod buggies it would have been more fun, but it is what it is. The footage is sped up though Could you imagine what @Fffreak9999 and I had to do If I can get good footage, I might make one with nod buggies. It's not that hard to make. The hardest part was the map intro sequence, made that one in Matinee with a copy of CNC-Walls 2 Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted May 7, 2017 Share Posted May 7, 2017 Quote Link to comment Share on other sites More sharing options...
Ukill Posted May 8, 2017 Share Posted May 8, 2017 Mutator is ready for testing . @Schmitzenbergh waiting for a map . Quote Link to comment Share on other sites More sharing options...
Ukill Posted May 8, 2017 Share Posted May 8, 2017 I created a video to show my result : 4 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted May 8, 2017 Totem Arts Staff Share Posted May 8, 2017 (edited) Would be really funny if you could farm Tiberium with it, so you don't have these stupid Harvester which get stucked everywhere (see Lakeside Nod base for example... RAAAAGE) Edited May 8, 2017 by Luhrian Quote Link to comment Share on other sites More sharing options...
limsup Posted May 8, 2017 Share Posted May 8, 2017 17 minutes ago, Luhrian said: Would be really funny if you could farm Tiberium with it, you don't have these stupid Harvester which get stucked everywhere (see Lakeside Nod bas for example... RAAAAGE) That would spice things up for sure! Career truck drivers wanted! Payment in bars of refined tiberium. Remember, don't attempt to manipulate the Tachograph! Quote Link to comment Share on other sites More sharing options...
Xtractor Posted May 8, 2017 Share Posted May 8, 2017 45 minutes ago, Ukill said: I created a video to show my result : LOL that harvy wheelie :)) Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted May 8, 2017 Share Posted May 8, 2017 Lol Quote Link to comment Share on other sites More sharing options...
Chrisjh0223 Posted May 9, 2017 Share Posted May 9, 2017 A drivable Harvester in RenX is definitely a beneficial asset. Drivable Harvesters are available to players in Tiberian Sun Reborn (a mod for the old Renegade) and are used alongside the sole AI Harvester to boost tiberium delivery rate, thus getting more money for your team in the long run. And yes, as Luhrian mentioned, this player operated Harvester could possibly replace the AI one (use a mutator so a player can commandeer the fundamental Harvester if possible). 1 Quote Link to comment Share on other sites More sharing options...
Ukill Posted May 9, 2017 Share Posted May 9, 2017 8 hours ago, Chrisjh0223 said: A drivable Harvester in RenX is definitely a beneficial asset. Drivable Harvesters are available to players in Tiberian Sun Reborn (a mod for the old Renegade) and are used alongside the sole AI Harvester to boost tiberium delivery rate, thus getting more money for your team in the long run. And yes, as Luhrian mentioned, this player operated Harvester could possibly replace the AI one (use a mutator so a player can commandeer the fundamental Harvester if possible). Thanks for you feedback, I will give it a try later. I was busy with the harvester last week and did got 2 results: - Enter it as a driver, could harvest. - Enter it as a passenger, able to harvest. Will be continued Quote Link to comment Share on other sites More sharing options...
Henk Posted May 9, 2017 Share Posted May 9, 2017 make a meter that shows the amount of tiberium harvested. And more interface stuff for it, like "unload now". Quote Link to comment Share on other sites More sharing options...
j0g32 Posted May 10, 2017 Share Posted May 10, 2017 Nice! You could also use the tiberium (damage) volumes to trigger when to alloe collection - if you are not doing that already Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted May 10, 2017 Share Posted May 10, 2017 11 hours ago, j0g32 said: Nice! You could also use the tiberium (damage) volumes to trigger when to alloe collection - if you are not doing that already This would not be practical due to the amount of tiberium in most maps compared to the actual harvesting node. Harvesters use this Navigation point as the determining factor for allowing Harvesting to commence. Harvester Tiberium Navigation Point As a property of the navigation point is the team number (0 for GDI, 1 for Nod) which means the harvesters drive to that point to collect the tiberium. Also many mappers use Tiberium Damaging volumes to deter players from going too far out of bounds or on top of rocks they aren't meant to be on top of (I.E Lakeside) Quote Link to comment Share on other sites More sharing options...
Henk Posted May 10, 2017 Share Posted May 10, 2017 37 minutes ago, Fffreak9999 said: This would not be practical due to the amount of tiberium in most maps compared to the actual harvesting node. Harvesters use this Navigation point as the determining factor for allowing Harvesting to commence. Harvester Tiberium Navigation Point As a property of the navigation point is the team number (0 for GDI, 1 for Nod) which means the harvesters drive to that point to collect the tiberium. Also many mappers use Tiberium Damaging volumes to deter players from going too far out of bounds or on top of rocks they aren't meant to be on top of (I.E Lakeside) Are there any maps where a tiberium damage volume is closer than the Tiberium field/node the harvesters use? And of course also reachable by vehicle. Only one I can think of is Canyon Quote Link to comment Share on other sites More sharing options...
j0g32 Posted May 10, 2017 Share Posted May 10, 2017 (edited) 1 hour ago, Fffreak9999 said: This would not be practical due to the amount of tiberium in most maps compared to the actual harvesting node. Harvesters use this Navigation point as the determining factor for allowing Harvesting to commence. Harvester Tiberium Navigation Point As a property of the navigation point is the team number (0 for GDI, 1 for Nod) which means the harvesters drive to that point to collect the tiberium. Also many mappers use Tiberium Damaging volumes to deter players from going too far out of bounds or on top of rocks they aren't meant to be on top of (I.E Lakeside) I know that AI harvesters use predefined paths, but this might be impractical for player controlled harvesters, which can go anywhere they want. For interactive harvesters, you have to use some kind of volume. And for other maps, tiberium volumes can be replaced with regular damage volumes. But I agree that balance could be an issue, if tiberium fields are not equally distributed. Then again, multiple tiberium fields (perhaps with different max. harvests) could be an interesting gameplay element. Would love to see such a feature. Edited May 10, 2017 by j0g32 Quote Link to comment Share on other sites More sharing options...
Fffreak9999 Posted May 10, 2017 Share Posted May 10, 2017 @HenkOnly one I can think of is the GDI side on CNC-Eyes, down the side of their path is a Tib Field much closer than the harvesting point. Quote Link to comment Share on other sites More sharing options...
Ukill Posted May 10, 2017 Share Posted May 10, 2017 On 9-5-2017 at 6:12 PM, Henk said: make a meter that shows the amount of tiberium harvested. And more interface stuff for it, like "unload now". Good idea @Henk, gonna give it a try, maybe next week Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted May 14, 2017 Share Posted May 14, 2017 On Tuesday, May 09, 2017 at 6:24 AM, Chrisjh0223 said: And yes, as Luhrian mentioned, this player operated Harvester could possibly replace the AI one (use a mutator so a player can commandeer the fundamental Harvester if possible). Nah... that would enable easy-trolling if the AI harvester was just replaced due to a player harvester. Regarding the harvesting point, if it is possible for player harvesters to use a tib_node which is set to Team 3? Then those team 3 nodes could be highlighted when a player is in the harvester. But this is impractical unless a player harvester became more official as every map would need T3 Tib_nodes added. Just an idea. Quote Link to comment Share on other sites More sharing options...
Ukill Posted May 16, 2017 Share Posted May 16, 2017 @Henk Like this ? 4 Quote Link to comment Share on other sites More sharing options...
Henk Posted May 16, 2017 Share Posted May 16, 2017 nice! Quote Link to comment Share on other sites More sharing options...
Schmitzenbergh Posted May 16, 2017 Author Share Posted May 16, 2017 9 hours ago, Ukill said: @Henk Like this ? That song >.< Nice though! Quote Link to comment Share on other sites More sharing options...
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