Warmelons: Outfit battleships with turrets, or form armies of melons.
889 replies, posted
This looks great, I love the idea. It reminds me of Warning Forever. Is there any limit to how big you can make ships? I'd love to see massive online battles of these things.
Although, I have a off topic question. What was the music used in the first video? I heard it a long time ago and could never find it again. I'd really like to know. (Private Message is preferred.)
Wow, this has the beginnings of an INSANE mod. The script might need to be optimized to avoid lag, but otherwise. Pure win.
This is awesome, me and my friend are having some great air battles. However, could you make a simple stool that allows you to allow a prop to join a team? It wouldn't need to fire...but it'd be better than having random boxes floating around with hover balls and thrusters still attached.
Do they need to use wood? Make it so they don't need to use wood.
also maybe add battleship components, like command towers, boosters, rocket pods, just more variety for customization. And implement cores that have a certain amount of energy, so you can only attach so much to it. (attach more engines, less guns for fast ship, more guns, less engines for slow ship with lots of firepower.)
Also, maybe make it so you can assign some melons to not hover, and one in the front to guide/point the ship, so instead of being horizontal, it will nose up/down when it goes up and down. Maybe make it so it can't go under a certain speed, to make realistic strafing/airplanes possible.
[b]Edit:[/b]
[QUOTE=Dunk]This idea reminds me of the prop wars gamemode I scripted in gmod9. It was similar in that players constructed vehicles out of wood, and could convert props into commanders or turrets. Commander props could be ordered around in an RTS style, and would capture nearby wood mines (thumpers). Turrets would rotate and fire towards nearby commanders or turrets on a different team.
It was a pretty complex gamemode - special props cost resources (more for stronger commanders and better turrets), and physics was more important because turrets fired physical cannon-balls that could be deflected by slanted armour. It was basically a wood wars rts. Unfortunately GMod10 happened before I released it, and now I can't get Gmod9 to work :([/QUOTE]
you need to fucking remake it, I would play it until my fingers bleed.
[QUOTE=Pvt. Ryan]Do they need to use wood? Make it so they don't need to use wood.[/QUOTE]
You don't have to use wood it's just the only prop (besides glass and other stupid stuff) that can be destroyed in a battle with other melons and is easy to build with.
[QUOTE=Kastralis]You don't have to use wood it's just the only prob (besides glass and other stupid stuff) that can be destroyed in a battle with other melons and is easy to build with.[/QUOTE]
Steal the gcombat code and make it so you can use any prop, I would like to be able to use metal.
[QUOTE=tinhead50]This is awesome, me and my friend are having some great air battles. However, could you make a simple stool that allows you to allow a prop to join a team? It wouldn't need to fire...but it'd be better than having random boxes floating around with hover balls and thrusters still attached.[/QUOTE]
That's what the target stool is for. All warmelon types will target 'enemy' props as if they were normal warmelons.
How do I get this working in the new update?
[QUOTE=striker121]How do I get this working in the new update?[/QUOTE]
Oh god, is it broken?
Oh damn this new update. This engine was fine if you ask me.
Oh well, no use bitching. In what way is it not working? Are you getting errors or is it just not showing up or anything?
Uh, i dunno about you, but when we tried it on the CCZ server, it worked famously. Although it was a bit laggy (EvilAngelic!). Some optimization maybe? Otherwise, these things are alot of fun!
[QUOTE=xX-ALTAIR-Xx]Uh, i dunno about you, but when we tried it on the CCZ server, it worked famously. Although it was a bit laggy (EvilAngelic!). Some optimization maybe? Otherwise, these things are alot of fun![/QUOTE]
I've already optimised them as much as I can think of. Using the current system, the amount of lag the melons' targeting system uses will increase only with the amount of warmelons you have. Other targeting systems may chew up more CPU time as more props are used, the AI range is increased or the number of entities in range. This only gets laggier as the warmelons become more numerous
Also, tomorrow is pretty much the last day of exams, and more importantly it's the weekend. During this weekend I'll [B]try[/B] to implement:
- a toggle feature to stop them shooting when you want to set a battle up
- some kind of power core entity that can be controlled RTS style with a special STOOL.
But no promises outright. I don't want to make promises I can't keep.
[QUOTE=MegaJohnny]I've already optimised them as much as I can think of. Using the current system, the amount of lag the melons' targeting system uses will increase only with the amount of warmelons you have. Other targeting systems may chew up more CPU time as more props are used, the AI range is increased or the number of entities in range. This only gets laggier as the warmelons become more numerous
Also, tomorrow is pretty much the last day of exams, and more importantly it's the weekend. During this weekend I'll [B]try[/B] to implement:
- a toggle feature to stop them shooting when you want to set a battle up
- some kind of power core entity that can be controlled RTS style with a special STOOL.
But no promises outright. I don't want to make promises I can't keep.[/QUOTE]
I was making a core, but I ended up making teamed boxes, or pushers.
I just tried them tonight and they seems to work fine, I haven't tried them before the update, but they shoot and heal eachother as they're supposed to, there was some lua error I think when spawning them, but it doesn't seem to break them in any way.
I wish I had seen this earlier, this is just awesome!
[QUOTE=RedNick27]I just tried them tonight and they seems to work fine, I haven't tried them before the update, but they shoot and heal eachother as they're supposed to, there was some lua error I think when spawning them, but it doesn't seem to break them in any way.
I wish I had seen this earlier, this is just awesome![/QUOTE]
The error will be in your console as well, so could you copy and paste it here? I'm trying to fix any issues people might be getting for the new update.
I've had this almost since release and the update hasnt caused any problems with me.
[QUOTE=MegaJohnny]The error will be in your console as well, so could you copy and paste it here? I'm trying to fix any issues people might be getting for the new update.[/QUOTE]
These are the errors I get when I spawn them in multiplayer, there's no errors in singleplayer.
[code]Can't find factory for entity: johnny_cannon
weapons\gmod_tool\stools/cannons.lua:22: Tried to use a NULL entity!
Can't find factory for entity: johnny_fighter
weapons\gmod_tool\stools/fightars.lua:22: Tried to use a NULL entity!
Can't find factory for entity: johnny_medic
weapons\gmod_tool\stools/medics.lua:22: Tried to use a NULL entity!
Can't find factory for entity: johnny_pcannon
weapons\gmod_tool\stools/pcannons.lua:22: Tried to use a NULL entity!
Can't find factory for entity: info_target
weapons\gmod_tool\stools/melontarget.lua:18: Tried to use a NULL entity![/code]
[QUOTE=RedNick27]These are the errors I get when I spawn them in multiplayer, there's no errors in singleplayer.
[code]Can't find factory for entity: johnny_cannon
weapons\gmod_tool\stools/cannons.lua:22: Tried to use a NULL entity!
Can't find factory for entity: johnny_fighter
weapons\gmod_tool\stools/fightars.lua:22: Tried to use a NULL entity!
Can't find factory for entity: johnny_medic
weapons\gmod_tool\stools/medics.lua:22: Tried to use a NULL entity!
Can't find factory for entity: johnny_pcannon
weapons\gmod_tool\stools/pcannons.lua:22: Tried to use a NULL entity!
Can't find factory for entity: info_target
weapons\gmod_tool\stools/melontarget.lua:18: Tried to use a NULL entity![/code][/QUOTE]
Well, that one's got me stumped. The only thing I can think of is that something is wrong with ents.Create. Can any other scripters help identify the source of these errors?
i get errors like that but the warmelons work perfectly anyway.
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oh and, i see aVoN's stargate shield blocks their bullets, and that's cool. could you add the possibility to attack people? lets say you can check a box for each player on server, and ofcourse update them.
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oh and, could you make a hotkey to enable/disable them? if i am going to equip my spacebuild ships with them i need to turn them off.
[QUOTE=jiggu]i get errors like that but the warmelons work perfectly anyway.
[b]Edit:[/b]
oh and, i see aVoN's stargate shield blocks their bullets, and that's cool. could you add the possibility to attack people? lets say you can check a box for each player on server, and ofcourse update them.
[b]Edit:[/b]
oh and, could you make a hotkey to enable/disable them? if i am going to equip my spacebuild ships with them i need to turn them off.[/QUOTE]
I'm working on a toggle function, but for now it'll be only server wide.
Can someone confirm for me whether or not this works on the latest update? Looks awesome. I love melons. :3:
it works for me in the latest update, i get some errors in console but i just ignore them.
they work fine in the update, is there any way to disable their AI, like with the NPC's?
Cause i try building two ships and they keep shooting each other before i've finished them.
Whoa, this is awesome. No problems with the update.
it would be nice if you can control the veiw distance and engage distance of the melons
This mod is so fucking epic. I just wish my server could handle alot more melons and stuff. Me and my two other friends played Command And Conquer on spacebuild and various other maps. :v:
[IMG]http://i201.photobucket.com/albums/aa177/hunter_leader/gm_spacewar_v10003.jpg[/IMG]
[IMG]http://i201.photobucket.com/albums/aa177/hunter_leader/gm_construct0019.jpg[/IMG]
[IMG]http://i201.photobucket.com/albums/aa177/hunter_leader/gm_simplicity0017.jpg[/IMG]
[IMG]http://i201.photobucket.com/albums/aa177/hunter_leader/gm_construct0024-1.jpg[/IMG]
[IMG]http://i201.photobucket.com/albums/aa177/hunter_leader/gm_simplicity0020.jpg[/IMG]
how do i make them move towards each other i don't have the move feature just force instead
[QUOTE=monkeypunc]how do i make them move towards each other i don't have the move feature just force instead[/QUOTE]
When you check the force checkbox they will move towards each other.
Ahahahahaha! Megajohnny, you have created the best damn mod!!
I am currently compressing a Warmelon vid.
Its basically my Shotgun and Machineguns. 2 Self scripted WarMelons.
I [b]MIGHT[/b] release my melons!
Your mod rocks! :4chan:
:4chan:
I love this mod, me and my friend had some epic warmelons D-day battles on his server last night:
[IMG]http://i173.photobucket.com/albums/w67/Hvitkald/gm_construct0025.jpg[/IMG]
[IMG]http://i173.photobucket.com/albums/w67/Hvitkald/gm_construct0024.jpg[/IMG]
[IMG]http://i173.photobucket.com/albums/w67/Hvitkald/gm_construct0028.jpg[/IMG]
[IMG]http://i173.photobucket.com/albums/w67/Hvitkald/gm_construct0027.jpg[/IMG]
[IMG]http://i173.photobucket.com/albums/w67/Hvitkald/gm_construct0030.jpg[/IMG]
I love this mod, I'm probably going to make a map or two for this.
I see people are getting 'too many emitters' errors. As blunt as it sounds, this happens when you make too many medics :U. I'm not sure what a solution would be other than to stop making a puff at the centre of melons being healed.
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