If I attach them to a crate, will I have to add hoverballs to it? Controling that'd be a bitch.Apostrophe posted:
If I attach them to a crate, will I have to add hoverballs to it? Controling that'd be a bitch.Apostrophe posted:
If you disable gravity for the melon, and the crate, just use the movement commands, and they'll move on their own.
If anyone wants to fight with warmelons look for the TPOB Clan servers! Nr 1 and 2.
This mod is just epic in so many ways.
Hi.
So after a short period of being hopelessly addicted to San Andreas, I've gotten back into GMod again, and I'll think about R11 for a bit.
All I've done so far is a prototype for a tesla coil unit. Basically, it splits 50 damage (may be tweaked later on) between all the targets in the radius. So if it sees 2 targets in range it will strike for 25 damage on each. Also this one ignores LOS. It can fire and see through anything.
There's a problem with the effect though. Can anybody tell me what the hell is wrong with this code:
local fx = EffectData(); fx:SetEntity(self.Entity); fx:SetOrigin(self.Entity:GetPos()); fx:SetStart(v:GetPos()); fx:SetScale(22); fx:SetMagnitude(40); fx:SetRadius(50); util.Effect("TeslaZap", fx);
Because it's not giving me an error or anything, it's just not doing a thing.
you're probably swamped with suggestions but here's another one:
Make a option to scale the power of the melons with the number of enemy melons near them. Whether this multiplier is proportional or inverse would make it either possible for small groups of holed-up melons capable of fending off armies; or ensuring the tide of battle turns faster. You could select which one, depending on your play style.
I have a problem, when I am selecting my melons and try to move them only one ever moves, I think it might be a bug.
One of my friends complains about this mod "breaking gmod", making the ghost on the stacker lag badly when a client uses it. Nobody else I know complains about this, does/can warmelons do it?
Also, can you please return the auto seek and destroy barracks and perhaps give them a numpad toggle for production? :love:MegaJohnny posted:
I don't really see any reason why that might be happening. Tell him to rename his garrysmod folder to garrysmod_old or something and copy over the stacker and the Warmelons into the a new garrysmod folder.HellBring posted:
That way you've got a vanilla GMod save for those 2 addons.
As for the seek and destroy barracks, once I get my ass onto the scramble range for the barracks, you'll be able to do that. I've posted about that before, but here's a quick recap.
2 new sliders for the barracks. Firstly, a range from the barracks inside which it will call all spawned melons back to the barracks to defeat the attackers.
Secondly, a range from the barracks inside which melons will not stray beyond. Say you wanted a swarm of melons around a carrier ship or something. Give it a range on there and the melons will try and keep up.
Also, I'll add a checkbox as to whether or not the melons will be given an y orders when they are spawned.
Basically I'm trying to make it more versatile.
Edit:
Also also, I've been thinking about making the 'gameplay' less fast paced. What I'm thinking is if one melon has more strategic value they'll tend to use less of it. The less units you have the less lag there will be.
I tend to enjoy fast-paced, tank-shells-in-your-face warfare, but if it will reduce lag and make it more server friendly, I'm all for it.
Watermelons doesn't cause this, does he have Conna's tool pack installed?HellBring posted:
Having trouble installing it (lacks addon folder)
What shall i call the folder in addons?
edit:
Fixed it...
To anyone with the same problem, call it "Armies"
I think you should give the melon order center a option with how high you want it to hover(making it togglable, too), cause hoverballs really mess up ships, while the gravity toggle option don't really work as some people expect.
Make a railgunner instead of a tesla unit, like a sniper guy or something.
I really appreciate this mod... really much, but something that I noted that every friend of mine that get warmelon can't host servers anymore, even I. Any idea?!?
In another part, should be cool you make like a customizabe ship system, wich you get a melon order center (the core) and make sents that can be auto-attached (touch the attaching object to the part you want to attach and fit in the place) to it, letting you create easy ships funtional in no time. Here is a epic drawing with what I mean:
The guns can vary, like machine gun pop can, missile launcher small plant buckets and etc.
But the parts have no color, when attached to the melon, assimilate to the color, same with shield and guns.
Having mutiple spots or whatever... this you figure out :P
Well... that is all I have to say for now. Continue the good work
Got Itunes installed? It broke my server.
I don't know it this is posible, but maby you could make some kind of vehicles for these mellons? Like, when spawn a "vehicle" for the mellon ( Extremely small of course)all the mellons around it would run to it, then the mellon that got htere first would start controling it. This would add something no one has ever seen in a gamemod (I think). These "vehicles" could be just about any kind of complex prop.
Sounds good. You bind a key for interaction, so you can make melons interact with vehicles (control or load then), just like control tanks and helies, load dropships and even use turrets or being used as ammo for melon canister cannons :3oh bee one posted:
By the way jiggu2, I'm not sure if I have Itunes installed but I might check it out, Thanks a lot for the tip :P
THis is so cool
Hi again.
I'll try and reply to people's posts. I haven't been doing much on this in a while, but what I have done is made the barracks work with all of the default melons, and you choose which one it spawns via a combobox. My next priority is to make different build times for each type of melon, and add those extra features to the barracks.
I've decided to scrap the idea of making the unit combat slower paced. Instead, I'm going to make the barracks quite a bit stronger, so if you want a strategic battle, spawn a barracks and get a friend to, and try and destroy the enemy barracks.
Hellbring suggested a numpad toggle for barracks production. That sounds like a good idea, especially when you want to change what your barracks produces. It would put a lot more control into the player's hands.
Would people like a numpad option on the barracks to queue up whatever unit the barracks is selected to spawn? It would probably help if you wanted to spawn a specific amount of melons.
People have also been talking about a vehicle melon. It does seem like a good idea, but I'm not sure I'd be able to do that right now. What I could do is make a 'dropship' sort of entity, that would store (and protect) any friendly melons that touched it until it had filled its capacity, and drop them all at once when you pressed a set numpad key. So I'll see what I can do about that.
Yay, Dropships!:D
You could make some "effects" when spawning a melon, when not checket the "weld" option. Make then appear with a combine ball disintegration INVERTED. That would be cool.
The numpad idea look useful, but wouldn't be better use a interaction key for it?... Never Mind.
I thing I wanted to be fixed is the possibility of other peoples control the melons you spawned D:. Very sucky when you're playing a tank rush and press the wrong key. You'll probably try to retrieve your melons and bring destruction to your base :P
That's a good point. I'll probably make it so that you can only select/order your own melons - that way, you could still set up your own battles or whatever in singleplayer if you wanted to make a movie or something.
Can i have the ip =p??? back on topic you should add some vehicles for them to get into besides the battleship =phedhunta95 posted:
That's meant to be half the fun of the Warmelons, though... You can use building to make stuff for them. If you want pre-coded vehicles, though, a few posts up you can read that I'm going to try and put a dropship-like entity in the next release, which will be much easier to use than Wire grabbers or something more complex.
oh ok thank you =p
In my opinion, the best way is create a interaction key to make dropships drop the melons. So you can actually have lots and lots of dropships, without the limitation of the numpad :P
About the vehicles... Wouldn't be easier make small version of the heli and the halo dropship model? I would suggest, as before, make special turrets as vehicles too, like melon canister launcher and the combine mortar :D
You mean like, pressing the use key on it?Jox a lot posted:
Yeah, that's a possibility, but that means you need to get right up near it to use it. I might add use key as well, I don't know.
About the canister launchers and the mortars, I'm not sure about those. Most likely not in R11, at any rate.
Its because... Canister launcher that spawn melons just sound so epic :3
No, I mean create a command that make the wm especial units INTERACT. So you don't need to be near it. You can be far away, just look at it and press the binded interaction key.
Oh, I see what you mean, a generic special action command?
Ahh, now you've got me interested. I like that idea.
Exactly!
So you can even create heavy artilhary cannon sent that shoot to the pointing direction, teleporters and stuff.
To make it even more useful, make it use the same stile as the select command (Ball-dragging) but having the possibilityof choosing only 1 just by pointing then. It would be cool too make it to the select command, cause somethimes I want to select a melon that is trapped in a pool of another useless melons...
Make the select area appear when selecting too.
What I was thinking was you'd select your melons in the sphere, then when you pressed the action key, the melons would be told to do whatever their special action was. Melons with no special action assigned wouldn't do anything.
Edit:
So some more good news, I've added the action key to the barracks, for queueing functionality. When you have any barracks selected, pressing the bound action key adds a melon to their queue, and if you press the action key while holding shift, they'll remove a melon from the queue. Now the thing is, this isn't as seamless as it sounds. If you want to change what the barracks spawns, you still have to go select the barracks stool, choose a different one from the menu in the context panel, and shoot the barracks. No fancy, professional RTS button-clicking menu, I'm afraid.
Anyway, it's really late, so I'm going to go to bed. I'll just outline my highest priorities for now:
The other functionality expansions for the barracks - and the dropship entity.
Epic add on Johny.
I many not post often but god damn, this is worth posting ;P.
Just a thought, About the capturing things/melons, could it be possible to make a sent that when a melon gets within a set distance, linked building units change sides? (ie barracks)
Otherwise i have nothing to add, this addon is already win.
Damn, this is starting to turn into some sort of RTS game. This was a great idea John! Excellent work!
for some reason i can't pm you about this megajohnny but would you give me permission to use your warmelons in a gamemode i'm starting?
the gamemode idea would be two types of games
melonwars
people pick their teams and can use up to 15 melons per team (doesn't matter which) and they would be on separate parts of the map (i have a friend in the process of making a map).
and
warmelon derby
you weld six or seven warmelons to the vehicle of your choice (i prefer jeeps and airboats since for jalopy's not everyone has episode 2) one has to be a medic melon and the other five or six are melons of your choice (except medic melon) and then you would race around in this arena having the melons shoot at eachother from the cars. when someone loses all their melons or only has medic left then they are out and can either start welding melons ahead of time for next round, pick a different vehicle, or spectate and watch. for this you would have 3 minutes to build your cars and 6 - 15 minutes to battle depending on how many people are playing.
i know there are only 4 teams for the warmelons so that's why people would be able to choose the teams and it would show whos already on that team.
i have made some melons of my own and i have tried doing warmelon derby with some friends.
Errrr, jeremyy, can you fix your spelling, grammar, and smartness first please? You can't send him a pm because you have negative smartness, get it up to above 10 and you'll be able to start new threads and pm people. Plus, people would be able to pm you.
Warmelon gameplay jeremyy said would be really fair. the guy could simply spend the 15 unit points and fill the whole map with the laser turrets.
Maybe give more points for each player and apply unit cost
By the way, when I undo a laser turret when its firing the sound bug and stay there, make some fucking annoying noise. Fix that please? :3
Another thing that warmelon need to turn into a fair "gameplay" the units need a local to spawn, like a spawn local limit. Work like a "country border". Aka you can only spawn melons inside the border (only spawn melon of the same color as the border. Player's owning applies) and have construction time. I think you caid it before, not sure.
Only welded units create borders. Depending on which type, the border size vary.
The idea was taken from "Rise of Legends". Quite fun RTS game :3
One more thing. Don't make it "gamemode-supportable only". The main awesome thing of having warmelon a stool is that you can play warmelon and then go construct something or whatever. But a "gamemode" for it would be cool :P
Well since I'd probably never get around to making one, go ahead. I'd feel more comfortable with you doing this if they were the 'official' Warmelon gamemodes, though - I'd like it if we could work on this in a psuedo-collaborative way, as part of a team. Do we have a deal?jeremyy posted:
Edit:
Lasers, due to their behaviour, are weak against fast-moving targets, as the laser focuses on one place throughout the burst. It's all about rock-paper-scissors. Or at least that's how I'm trying to make it, in a sense.Jox a lot posted:
yeah I guess we can work together i'm working little by little on it. I plan to get a lot done this weekend.
oh and if you can add me to steam friends or vice versa it would go faster.
i'm just having a little trouble with taking off the tools from the spawn menu.
for now I chose to only do the derby idea since it seems easier to do.
one more thing your warmelons back in the first beta i worked with them and they help me understand lua a lot.
p.s. my smartness is down because I don't use apostrophes whenever I chat on a computer in general I never use them.
I want to help with idea/testing too :P
I always looked forward to this mod and I want to see what you guys can come out with it :P
Add me: joxalot
Just so you know Jeremy, the map oddly is starting to crash, might be due to trying to run it directly after battlefield 2142. Since that crashed on me earlier.... also hoping it is not the ram inside the comp having the bad disk my other computer had. (Had bad sectors and was below 512 mb around 300 something for those wondering, so its probably bad sectors, and I hope it wasn't the computer read it wrong and is bad.)
Either way I'm testing the beta of that map one more time before I try shrinking it possibly again or something like that on a flat grass map.
Edit 2: Something somewhere in the map went wrong so currently map is trying to recompile and 4:33 am is not fun to be doing this, too bad the cold medicine I had to take hasn't worked in making me tired.
This is an awesome add on. But only one melon can be commanded at once. Also I do not know what some things do.
Bind those 2 keys and you'll be fine:
Bind <?> +wmselect
Bind <?> wmorder
The <?> mean any key. I personally prefer "k" to select and "j" to order