A HUGE DAY OF CHANGES:
-Sell tool implemented.
Yea, that thing I said I'd never implement because of how big a pain in the ass it would be...it's done. I found a shortcut and now you can sell most anything. To sell something the following conditions must be met:
1. Must be your team's melon.
2. Be in range of a friendly outpost or spawn point.
3. Be fully built and fully healed.
4.. Be out of range of enemy melons.
Amazingly enough, I also got this to work with the undo commands, though there will be no refund and no warning given if you undo something that does not meet all the requirements. It's safer to use the sell tool. I may end up tweaking the amount you get back (half), or reducing the requirements. Also, anything you sell using the tool will be distributed amongst all teammates.
-Implemented Score.
Almost all melons killed are now worth points relative to their cost. I will be implementing it as a victory condition later on. Not everything has a score yet so hang on.
-Added console command wmteleport for all players
There's really no reason to keep teleporting admin only. There's also no reason for admins to use !tp anymore.
-Fixed melon strikes not being targetable near enemy melons
As worthless as this bug made the melon strike I only got two complaints, leading me to believe that people thought it was a balance change. I'm surprised there was so little outrage.
-Fixed melon strikes spawning unbuilt melons
This was another oversight that made the melon strikes extra useless
-Allowed bombs to be built around outposts as well as spawnpoints
Just another reason to expand
-Fixed lasers and some other melons from displaying proper weapon effects after being mind controlled
This was confusing a lot of people into saying the mind control was entirely broken. The issue was purely graphical.
-Unbuilt melons have had the range and damage of their death explosions reduced
Unbuilt megabombs will no longer be just as strong as built ones. Death explosions are proportional to how completed they are.
-Outposts need time to complete building and achieve full health.
Currently, the only difference is in the health of an outpost. I will probably change them later
-Allowed trees and rocks to be saved by the variants saves once more.
-Added some help to some tools.
-Allowed bombs to be duped in mine form
-Optimized some functions.
-Fixed some problems with barracks not spawning new melons after their melons were removed using the remover stool.
I'm going to be focusing next on trying to update some of the map variant/barbarian code to work better with the new score system so players will be rewarded for fighting them. I also have a few new game mechanics I'd like to try.
All very nice changes. I've noticed on wm_rowleymemorial_v2, harvesters got stuck on props like rocks, but I fix it by placing a balloon on them so they go over the rocks. The snipers should do more damage, be a little slower so fighters have a chance. and everything else MiniMacker said. Being able to see cost on adv dupe would be nice too, but I know it's gotta be hard. Single Player would be awesome too, but I'm sure it'll be awhile for the AI to work since it's never happened on Garry's Mod.
Other than some small fixes listed above, this gamemode is awesome :D