This thread is getting crazy so check out the forum made just for this
wmrts.proboards.com
Download: http://www.mediafire.com/?707arle6pao8dld
(SVN- missing some stuff SVN link: http://warmelonsrts.googlecode.com/svn/trunk/)
My maps don't have any resources on them!? (files for the maps to be put in garrysmod/data/-
http://www.mediafire.com/?pda1jp7wo4cjxqt)
This addon requires: PHX 3.
Also outdated, but there's some useful stuff in there. Ignore the RD2 stuff and things about generators.
Manual: http://stc-gmod.110mb.com/index2.php
WarMelons:RTS is a revamp of MegaJohnny's original WarMelons. In short, WarMelons one and two involve the spawning of different classes of "melons" that can attack and be destroyed by melons of different teams. These melons can be commanded, as well as attached to contraptions, vehicles, and fortifications to create a war based strategy game. WarMelons can be as simple as having two people make battleships and sending them at each other, or as epic as a six-sided war for resources and terrain.
Structures, costs, and build time are now a huge factor (though these can all be turned off should you just desire the new features). Bases most be built and resource nodes controlled. Supply lines need to be guarded and attacked. WarMelons:RTS is compatible with Lynix and ParaDukes's Tiberium, adding harvesting and refining to the game.
WarMelons:RTS is compatible with essentially any map and compatible with almost all addons. Should you want a small and brutal match gm_construct would be fine. Care for an epic war? Try playing on gm_superstruct? Fancy an intergalactic war? Play on sb_gooniverse with spacebuild or spacebox enabled.
Everything about WM:RTS is made to be as customizable as possible. From resource rates, to melon costs, to movement speeds I tried to make an ample amount of server variables to tweak. Most other changes can be made by simple changing a value or two in the lua files.
Here's a movie showing some end game action:
View YouTUBE video
http://youtube.com/watch?v=4Je1bAoJ514
I apologize for some of these screenshots. I was busy trying to kill someone or not lose in a humiliating fashion.
See the manual that comes with the download or view it online at http://stc-gmod.110mb.com/index2.php
I'm looking for any and all suggestions. I am currently working on getting some better screenshots and possibly movies (my drive died and I saved the code, but not the garrysmod folder).
Changes from MegaJohnny's WarMelons:
Control Groups and type selection keys.
Up to six different control groups can be made. Melons can also be selected by their type from a configurable distance.
Addition of superweapons/melons.
Current superweapons are: Chaos cannon, mind control beam, microwave laser, battlefield command, regenerative core, and mega bomb.
All classes have had their death explosions greatly reduced. Losing a single fighter will no longer cause a deadly chain reaction or launch nearby melons sky high.
I didn't really enjoy playing "Who can tip the dominoes first".
Most classes, new and old were recolored to make them easier to distinguish.
All classes redone and rebalanced.
Mostly based on personal preference as well as extended beta testing (tens of hours). Melon speed differs more between classes and most classes were slowed. This has the side effect of making many melons unable to climb steep inclines.
All classes spawn above the surface they hit unless weld is specifically chosen.
This allows them to be spawned in more areas, including inside APC and bomber vehicles without flipping out or ejecting. Melons will still "dig in" to a more defensive position if weld is selected.
Attributes determine cost of melons
A flying commandable melon will be a much rarer site than the standard grunt.
Medics heal single targets within line of sight.
In addition to being less laggy, these medics are also better balanced. No more hiding twenty medics in a prop fort and having invincible defenses. Medics can still heal from behind walls or inside props if their targets are "dug-in". Medics heal single targets about four times faster than they did before.
Sniper, MG, and bomb/kamikaze melons added.
Filled missing roles.
Plasma Cannon melon heavily modified.
Plasma melon given an inaccurate flechette attack that does best damage to large ships or formations of units.
Cannon's given inaccuracy.
Previously, cannons were laser accurate, they can now miss.
Heavy barracks and munitions factory (bomb spawn) added.
By beta tester demand.
Prop spawning tool.
Adds several props (with any prop being easily modded into the list) that can be created at a cost. These props are breakable.
Most all classes were made less laggy.
Most classes fire less often. Slight effect on reducing server side lag with more effect on client side fps.
Immobile melons made much less laggy.
Melons that are immobile think only when they need to fire and not constantly. Big difference.
Two new teams were added, for a total of six
Simply to accommodate more players.
Most melons don't float and all but melons with the marine attribute take damage from water. Most will die within ten seconds.
Water is now a more unique strategic obstacle.
Team specific lasers for light fighters.
It looks pretty.
Resource system added.
Spawn points and generators added.
Barrack spawn times greatly increased.
Customizable melon speed added.
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