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Gaming Update #38 | Completed: GDI Advanced Guard Tower

#1 User is offline   General Aurum Icon

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Posted 07 October 2009 - 08:20 PM

--- Advanced Guard Tower ---


In the wake of the disastrous media scandal surrounding the small hamlet of Białystok, Nod forces rejoiced as the UN withdrew its support of GDI in full. EVA communications were severed, leaving GDI forces around the world deaf and blind. Their foes driven into retreat, the Brotherhood's final triumph within their grasp; legions of Nod supporters rose up in a massive global offensive, determined to wipe out their hated enemies once and for all.

Their surprise was understandable, then, when they found GDI bases well-stocked and well-fortified. The scandal had been a ruse: GDI commanders still maintained communications with their forces, and led them in decisive victories over the Nod aggressors. Of particular note was the defense of Warsaw, where a newly-installed grid of defenses wreaked havoc on Nod infantry and armor.

Standing an imposing twenty feet tall, bristling with armament, each an independent fortress;the Advanced Guard Towers soon gained fearful recognition from the soldiers of the Brotherhood.

Posted Image


The battle data speaks for itself. The towers of Warsaw accounted for roughly 45% of Nod's losses during the battle. The remaining casualties were inflicted mostly by the coordinated efforts of GDI aircraft, which delivered concentrated attacks on the Nod ground forces as they tried feebly to advance through the hail of fire launched by the towers.

Each Advanced Guard Tower contains a veritable arsenal within its stalwart concrete walls, ranging from anti-air Stinger missiles to anti-tank Javelins. These weapons are maintained and fired by a new weapon system known as MORaL (Multiple Ordinance Reload and Launch). At the heart of this system is a specially-designed rotary missile rack, which is capable of handling and launching most any rocket used by the UN, as well as addressing threats from multiple directions simultaneously.

The tower's crew remains below ground in a reinforced bunker. Each tower is capable of operating independently of each other, and can easily coordinate for massive barrages. An example of this occurred during the battle, when the crew of Tower 17, their weapons disabled, stood by their stations, feeding sensor data to nearby towers in order to slow the Nod advance. These men and women were regarded as heroes following the battle, though as one crewman stated:

"It was the towers who held the line; implacable, indomitable, valiant..."

The Advanced Guard Tower was constructed by Ric and fully textured by Soviet_Deso.

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#2 User is offline   Nyerguds Icon

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Posted 07 October 2009 - 08:21 PM

Wow. That is SO awesome :)
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#3 User is offline   Mighty BOB! Icon

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Posted 08 October 2009 - 12:52 AM

Magnificent.
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#4 User is offline   lazy6pyro Icon

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Posted 08 October 2009 - 05:29 AM

Wowie zowies. This is epic.
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#5 User is offline   Herr_Koos Icon

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Posted 10 October 2009 - 05:12 AM

Ooohhh! Oooohh! She's a beauty!

I can still remember the WOW factor the first time I fired off one of these babies... It's a sound I'll never forget! This thing chews up infantry like no base defense in any game before or since.

One or two questions just for interest's sake, based on my working knowledge of the original and the tools available in C&C 3:

1) Will it still be as deadly against infantry as the original?
2) What in-game rocket weapon are you using to implement this?
3) Will it fire different weapon types at ground vs. air targets? Is this even possible with the game engine?

Stunning work, as always. Keep 'em coming!

This post has been edited by Herr_Koos: 10 October 2009 - 05:12 AM

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#6 User is offline   Waraddict Icon

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Posted 10 October 2009 - 12:43 PM

1. Most balance data is derived directly from the original C&C's balance data, so the AGT IS just as destructive as it was in the original C&C.

2. Not sure what you mean by this, but currently the weapon itself, despite having the same damage, speed and firing angle details as the original AGT weapon does have a placeholder rocket model taken from the pitbull rockets. A larger missile model is planned.

3. Technically yes, but it won't seem that way, code wise it was easier to define a separate air weapon but it has the same damage, speed, etc. as the ground one. We may give both different missile models however.

Also, as I'm sure you'll be happy about this, it already has the same sound effects as the original AGT, both the shocking launcher sound and the firey explosion, sounds which sound even more disturbingly sweet when coupled with a few classic C&C death screams and pools of blood...muhuhahaha! ahem... you'll like it, believe me.
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#7 User is offline   Herr_Koos Icon

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Posted 11 October 2009 - 03:00 AM

View PostWaraddict, on 10 October 2009 - 09:43 PM, said:

1. Most balance data is derived directly from the original C&C's balance data, so the AGT IS just as destructive as it was in the original C&C.

2. Not sure what you mean by this, but currently the weapon itself, despite having the same damage, speed and firing angle details as the original AGT weapon does have a placeholder rocket model taken from the pitbull rockets. A larger missile model is planned.

3. Technically yes, but it won't seem that way, code wise it was easier to define a separate air weapon but it has the same damage, speed, etc. as the ground one. We may give both different missile models however.

Also, as I'm sure you'll be happy about this, it already has the same sound effects as the original AGT, both the shocking launcher sound and the firey explosion, sounds which sound even more disturbingly sweet when coupled with a few classic C&C death screams and pools of blood...muhuhahaha! ahem... you'll like it, believe me.


BOOOOOM!!! HAHAHAHAHAHA...! Ahem.. Thanks Waraddict! All good news. My second question was based on my modding experience with Tiberian Sun, where each in-game weaopn was defined in the rules.ini file and you could swap them around by changing the file entries. I know C&C3 probably doesn't work this way, but I thought you might be basing the weapon on something that already exists in-game.

This post has been edited by Herr_Koos: 11 October 2009 - 03:06 AM

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#8 User is offline   Waraddict Icon

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Posted 11 October 2009 - 06:25 AM

Well to clarify no. 2, the weapon has its own properties but it is using the pitbull rocket model as a placeholder, behaviour is completely different from the pitbull weapon.
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