A total conversion mod set in the tiberium universe. This mod aims to recreate the aesthetics of C&C4; while maintaining the superior gameplay style of RA3. Factions: GDI & NOD. Timeframe: The Incursion War/Fourth Tiberium War. Any feedback is appreciated.

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Harvesting...
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LegendaryLycanthrope
LegendaryLycanthrope - - 5 comments

Is it functioning flawlessly? I seem to recall trying to add this style of resource collection for myself years ago, but I was never able to get it to work - I don't remember if I just messed something up or the logic for Tiberium field growth, spread and harvesting was either broken or not ported from C&C3;.

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Omaricious Author
Omaricious - - 68 comments

I had issues with the shadow decals, since RA3 treats them differently. I also had issues where the harvester would freeze while collecting, but managed to solve that rather easily.
Otherwise, it works flawlessly. (no silos, though...)

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LegendaryLycanthrope
LegendaryLycanthrope - - 5 comments

Yeah, I noticed the frozen harvester issue while playing The Red Alert mod - if it can be fixed, I guess that mod's team never got around to implementing it or didn't know how to fix it. And of course the silo logic wouldn't have gotten carried over from C&C3; - a lot of good stuff from there wasn't, along with certain other important things...*cough*unit upgrades*cough*multiple abilities*cough*.

Anyway, EA being numpties aside, would you be willing to post up the source for your resource field code, or at least a tutorial if it's not too much trouble/not proprietary code or anything? I'd like to see if I can spot what I did wrong, and RA3 could always use more tutorials.

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Description

Functional harvesting system...