• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
[QUOTE=MegaJohnny]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.[/QUOTE] it sounds like a good idea , the puff is not really needed anyway the less errors the better
You should make spawn platforms triggered by numpad press, enemies approaching or just automatically.
is it possible to make them go after each other from far away because mine only start going towards each other when they're close
Someone should make a dedicated server for this mod. And what monkey is saying could be a great idea, say you have a slider in the tools menu which allocated the distance of which a mellon attacks (much like the distance sliders on lazers and such). [b]Edit:[/b] Where are the advanced duplicator files located so I can upload some of my melon warships (with no melons on them, just box ships and one, which is my favourite, can only be destroyed by destroying five planks of wood located around various areas of the ship).
[QUOTE=Kastralis]Someone should make a dedicated server for this mod. And what monkey is saying could be a great idea, say you have a slider in the tools menu which allocated the distance of which a mellon attacks (much like the distance sliders on lazers and such). [b]Edit:[/b] Where are the advanced duplicator files located so I can upload some of my melon warships (with no melons on them, just box ships and one, which is my favourite, can only be destroyed by destroying five planks of wood located around various areas of the ship).[/QUOTE] you don't even need a slider just increase the sight range, although keep the firing range the same, it is good where it is
[QUOTE=Kastralis]Someone should make a dedicated server for this mod. And what monkey is saying could be a great idea, say you have a slider in the tools menu which allocated the distance of which a mellon attacks (much like the distance sliders on lazers and such). Where are the advanced duplicator files located so I can upload some of my melon warships[/QUOTE] garrysmod/data/adv_duplicator. Also I may (may) make a custom melon thing with the sliders for all these things, but that's not really my priority right now.
I would create a server but my source dedicated server thing won't work, it crashes my comp
This is a good mod, but sadly it crashed my dedicated server once a good battle got going.
i am trying to make a flamethrower melon for this but i can't get it right here is what i have [code]include("shared.lua"); AddCSLuaFile("cl_init.lua"); AddCSLuaFile("shared.lua"); -- Setting up all the different properties of our melon. ENT.Delay = 0.1; ENT.Healthlol = 30; ENT.FiringRange = 100; ENT.MovingRange = 2000; ENT.MinRange = 0; ENT.DeathRadius = 200; ENT.DeathMagnitude = 10; ENT.MovingForce = 1000; ENT.MelonModel = "models/props_junk/watermelon01.mdl"; -- Now we tell the base class to set up the melon. Pay attention - the variables must be defined BEFORE calling Setup(). function ENT:Initialize() self:Setup(); end Sound ("gmdm_egon.Single"); --What to do when we've found a target, and we've got the goahead to start attacking function ENT:Attack() local angle = self.Target:GetPos() - self.Entity:GetPos(); local bullet = {}; bullet.Num = 1; bullet.Src = self.Entity:GetPos(); bullet.Dir = angle:Normalize(); bullet.Spread = Vector (0.25, 0.25, 0.25); bullet.Tracer = 0; bullet.Force = 0; bullet.Damage = 1; bullet.TracerName = "flamethrower"; self.Entity:FireBullets (bullet); local vPoint = self.Entity:GetPos(); local fx = EffectData() effectdata:SetStart( vPoint ) effectdata:SetOrigin( vPoint ) effectdata:SetScale( 1 ) util.effect( "flamethrower", effectdata ); self.Entity:EmitSound("gmdm_egon.Single", 500, 100); end --Any other code you want to tag on to the end of the think function. function ENT:OtherThoughts() end -- Now we tell the base class to set up the melon. Pay attention - the variables must be defined BEFORE calling Setup(). function ENT:Initialize() self:Setup(); --What is this? We're overriding the colours too? if (self.Team == 1) then self.Entity:SetColor (255, 0, 0, 135); end if (self.Team == 2) then self.Entity:SetColor (0, 0, 255, 135); end if (self.Team == 3) then self.Entity:SetColor (0, 255, 0, 135); end if (self.Team == 4) then self.Entity:SetColor (0, 255, 255, 135); end end[/code] i can't make it shoot the fire i keep getting this error in console entities/sent_flamethrower/init.lua:36: attempt to index global 'effectdata' (a nil value)
[QUOTE=MegaJohnny]garrysmod/data/adv_duplicator.[/QUOTE] Should the advanced duplicator files be .Txt's? If so I'll get some pics and upload them soon.
For some reason I just can't figure out how to get this to work. I looks so cool. Currently I uncheck gravity and keep weld and force checked. Am I doing something wrong or is it the new update?
I love how easy it is to make new melons! I've already made sniper melons, artillery melons and a pilot melon that you attach to a vehicle and it'll pull it towards enemies from AAAAAAAAAAAAGES away.
[QUOTE=Archflame]For some reason I just can't figure out how to get this to work. I looks so cool. Currently I uncheck gravity and keep weld and force checked. Am I doing something wrong or is it the new update?[/QUOTE] u have to put hover balls and it is a good idea 2 put thrusters on there because the melons DO move on their own but not from far away
[QUOTE=jeremyy]i am trying to make a flamethrower melon for this but i can't get it right here is what i have [code]include("shared.lua"); AddCSLuaFile("cl_init.lua"); AddCSLuaFile("shared.lua"); -- Setting up all the different properties of our melon. ENT.Delay = 0.1; ENT.Healthlol = 30; ENT.FiringRange = 100; ENT.MovingRange = 2000; ENT.MinRange = 0; ENT.DeathRadius = 200; ENT.DeathMagnitude = 10; ENT.MovingForce = 1000; ENT.MelonModel = "models/props_junk/watermelon01.mdl"; -- Now we tell the base class to set up the melon. Pay attention - the variables must be defined BEFORE calling Setup(). function ENT:Initialize() self:Setup(); end Sound ("gmdm_egon.Single"); --What to do when we've found a target, and we've got the goahead to start attacking function ENT:Attack() local angle = self.Target:GetPos() - self.Entity:GetPos(); local bullet = {}; bullet.Num = 1; bullet.Src = self.Entity:GetPos(); bullet.Dir = angle:Normalize(); bullet.Spread = Vector (0.25, 0.25, 0.25); bullet.Tracer = 0; bullet.Force = 0; bullet.Damage = 1; bullet.TracerName = "flamethrower"; self.Entity:FireBullets (bullet); local vPoint = self.Entity:GetPos(); local fx = EffectData() effectdata:SetStart( vPoint ) effectdata:SetOrigin( vPoint ) effectdata:SetScale( 1 ) util.effect( "flamethrower", effectdata ); self.Entity:EmitSound("gmdm_egon.Single", 500, 100); end --Any other code you want to tag on to the end of the think function. function ENT:OtherThoughts() end -- Now we tell the base class to set up the melon. Pay attention - the variables must be defined BEFORE calling Setup(). function ENT:Initialize() self:Setup(); --What is this? We're overriding the colours too? if (self.Team == 1) then self.Entity:SetColor (255, 0, 0, 135); end if (self.Team == 2) then self.Entity:SetColor (0, 0, 255, 135); end if (self.Team == 3) then self.Entity:SetColor (0, 255, 0, 135); end if (self.Team == 4) then self.Entity:SetColor (0, 255, 255, 135); end end[/code] i can't make it shoot the fire i keep getting this error in console entities/sent_flamethrower/init.lua:36: attempt to index global 'effectdata' (a nil value)[/QUOTE] When you call EffectData(), you call the effect fx, but after that you refer to it as effectdata. Also, I don't think you need to use the EffectData stuff if you've set it as the tracer. I'm not sure about that, though.
What about "Melon Thuster" and "Melon Base"? Base will be a command center which will recognise type of enemyes, try to calculate path to place where is enemy and send information to proper melon thuster which will push ship/car/plane foward.
[QUOTE=Frankess]What about "Melon Thuster" and "Melon Base"? Base will be a command center which will recognise type of enemyes, try to calculate path to place where is enemy and send information to proper melon thuster which will push ship/car/plane foward.[/QUOTE] the melons already move by themselves
[QUOTE=l337k1ll4]the melons already move by themselves[/QUOTE] But not from far away, as people have been saying throughout this whole thread
Mega johnny , have you thought of updating us with new types of melons?
This is absolutely the coolest thing i have ever seen!!!!!!
I made a video demonstrating how awesome this mod is. [url]http://www.youtube.com/v/xreVcJqK1R4&rel=1[/url] Great job Johnny! P.S. I uploaded my melons, they can be found here. [url] http://www.garrysmod.org/downloads/?a=view&id=29759 [/url]
yo guys, i made a map for this stool, its one of my first sow it is not perfeckt but its fun :D [url]http://www.garrysmod.org/downloads/?a=view&id=29782[/url] it basacly hase 4 buildcamps and 6 battlefields, take a look :) thanks magejohnny for this cool stool :D
[QUOTE=King Kambroo]I made a video demonstrating how awesome this mod is. [url]http://www.youtube.com/v/xreVcJqK1R4&rel=1[/url] [/QUOTE] Simply. Incredible. Would have been awesome if the epic battle at the end ended in a nuke though.
Awesome! Melon RTS!
I can't get the melons to move toward each other... can anyone help me out a little?
[QUOTE=BAMJesus21]I can't get the melons to move toward each other... can anyone help me out a little?[/QUOTE] Is force checked? Force is basically the moving checkbox. Also update in a few minutes. Will include melons you can command like an RTS. [b]Edit:[/b] Right, revision 6 is up and running. Plasma cannon should (untested, can't be arsed) work with the duplicator now. And there's a new RTS-style order core, that has a special command STOOL. I've seen a good few requests for this sort of thing, so here you go. With the command STOOL, you left click an order core to select it, and you right click somewhere for it to go. It won't try and move up or down, so you'll still have to control your hoverballs to get that working. The idea is you put it at the front of your ships, so that when it moves, the back is dragged behind it. That's what makes it straighten out. [b]Edit:[/b] Well, it's getting late, and unlike today I have school tomorrow (I was off sick today). Don't forget to tell me what needs to be improved.
sweet. :cool:
Do we have to remove our older version? Because the command stuff doesn't work for me, nor has the duplication bug with the plasma cannon been fixed.
The new Order melons are great, but it'd be nice if you could select multiple melons and also know which melons you're selecting. It can sometimes be hard to select your melon in the heat of battle, so perhaps the gun could seek out the closest melon if it isn't pointing directly at one. The amount of force the order melons give is labeled as Team colour, which was confusing to begin with, but that's easily fixed. The plasma cannons still don't dupe well though. Would there be any chance of changing the models the cannons fire into something people without CSS (like me) can see? I've changed to the can, but there's probably a more suitable model. Even worse, if you don't have the model, you don't have the physbox and thus the console is spammed with errors until you remove the cannons and you have hundreds of floating error signs.
The Order thing did nothing for me, and dupe problem for plasma melons is still there so, for me revision 6 did nothing. [b]Edit:[/b] Ok an update, I made a small base with melons and a attack force with melons, when they attacked just a few of em shot, the rest just did nothing and after a few seconds a black small ball started spawning from 1 of my attack ships and it spammed all over my place and crashed my server.
[QUOTE=hunter_killah]Do we have to remove our older version? Because the command stuff doesn't work for me, nor has the duplication bug with the plasma cannon been fixed.[/QUOTE] Theoretically, no. As long as you let it override the old addon contents, it shouldn't need a deletion of the old version. But since every download is the complete pack, I see no wrong in deleting the old version if you want.
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