• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
[QUOTE=Cyborgmatt]Your addon has stopped working with R6.[/QUOTE] Hmmm, aside from my own melons, I am using R6. I'll look into it if I can find the time.
I've got more ideas. anti-air melons. Hovermelons (breakable hoverballs)(only gets damage by hit of an anti-air melon).
How do the order cores work? I don't get it. [B]Edit:[/B] I do now. I made a map for this. WM_2fort. It is, essentially, two castles. Kinda simple, but fun. I love playing this on Multiplayer. :D
This is awesome! Lua king for you!
Wow, page 10? I don't know what to say. Anyway, if I can get back into the routine of pumping in new fixes and melons, I'll make some kind of cruise missile melon, or a tactical missile melon, or something. If you've played TA Spring, think of the rocket launchers the Krogoth have on their backs. But in the meantime I'll change the model for the cannon shells and get another release out. Alright, uploading now. I think I forgot to mention, if you want you can set ENT.MinRange while you set up all the other variables. It does what it says on the tin - melons with this set won't attack a target unless it's beyond MinRange - so your explosive ammunition melons won't go retarded and suicide themselves. But if you choose not to set it, that's fine. Your melon just won't have a minimum range.
Rev7 fixed the Dupe Bug for me, but still order cores refuses to do anything.
I have no idea what could be making the order core not work. Try spawning it not attached to a contraption, it does pull things pretty slowly.
I'm new to this, what was the order core supposed to do? It doesn't seem to do anything for me
Len: Basically, like in the video, put one on a wood crate, probably one with a fighter on the side. Put hoverballs on it (corners probably, I use one in the middle for some), and use the order core command tool to have it move somewhere. The force is basically like thruster force. It's how fast it can go in the direction it has to move. It should vary based on the ship, or moving structure of any kind.
I haven't tested out R7 yet so I'm just going based on R6. For the order cores the second team number is like a force multiplier, make it like 10000 and those cores can pull a blast door. I relabeled them for on my server, making "Force" into "Move" and the second "Team Number" into "Force" since it is more a force multiplier. It appears Johnny didn't set the same type of movement of the order as the fighters and such. Where the fighters have a constant force (such as like 200 push force?) if "Force" is checked to 1, the order cores is customizable. I like it that way. Great addon by the way. EDIT: Hadn't noticed render said the same thing about the order core. Woops.
[lua]http://img168.imageshack.us/my.php?image=gmflatgrass0000gm1.jpg Reds - Today, the blue bastards will die! [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0001.jpg[/url] Blues - Lololol stfu noobs [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0002.jpg[/url] Reds - FULL SPEED THATAWAY!! >:3 [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0003.jpg[/url] Blues - lolol we kill joo [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0004.jpg[/url] Reds - Yeah, right. >:3 Blues - D: [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0005.jpg[/url] Blues - eat errors nubs rofolaom Reds - EEK!! [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0006.jpg[/url] Reds - >:| Now we're mad. Blues - O_o [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0007.jpg[/url] Blues - nnnooooooooooooooooo............... Reds - Victory, brothers! :D[/lua] EDIT: Holy SHIT smartness loss. D: EDITEDIT: Fix'd. :lol:
[QUOTE=grimreaper87]I haven't tested out R7 yet so I'm just going based on R6. For the order cores the second team number is like a force multiplier, make it like 10000 and those cores can pull a blast door. I relabeled them for on my server, making "Force" into "Move" and the second "Team Number" into "Force" since it is more a force multiplier. It appears Johnny didn't set the same type of movement of the order as the fighters and such. Where the fighters have a constant force (such as like 200 push force?) if "Force" is checked to 1, the order cores is customizable. I like it that way. Great addon by the way. EDIT: Hadn't noticed render said the same thing about the order core. Woops.[/QUOTE] Are you referring to R6 when the Create Order Core had two "Team Number" things? Yep, that's fixed in R7. R7 = Win.
[QUOTE=MegaJohnny]I have no idea what could be making the order core not work. Try spawning it not attached to a contraption, it does pull things pretty slowly.[/QUOTE] Lol, If you would have named the labels better i would have understood, or atleast posted a readme for them, they have been working all the time, you said nothing about the '' move force '' meant the strenght of the pull. i though it was what team it would order to move.
I'm thinking of making all the melons orderable (and add multiple melon selecting) but I'll probably have to scrap moving towards enemies automatically. Would you guys rather have RTS orders for all the melons or keep it just for the order cores?
[QUOTE=MrFUBAR][lua]http://img168.imageshack.us/my.php?image=gmflatgrass0000gm1.jpg Reds - Today, the blue bastards will die! [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0001.jpg[/url] Blues - Lololol stfu noobs [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0002.jpg[/url] Reds - FULL SPEED THATAWAY!! >:3 [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0003.jpg[/url] Blues - lolol we kill joo [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0004.jpg[/url] Reds - Yeah, right. >:3 Blues - D: [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0005.jpg[/url] Blues - eat errors nubs rofolaom Reds - EEK!! [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0006.jpg[/url] Reds - >:| Now we're mad. Blues - O_o [url]http://i97.photobucket.com/albums/l229/Bellybacon3/gm_flatgrass0007.jpg[/url] Blues - nnnooooooooooooooooo............... Reds - Victory, brothers! :D[/lua] EDIT: Holy SHIT smartness loss. D: EDITEDIT: Fix'd. :lol:[/QUOTE] What the F*** was the point!?!
This is so awesome!! Let the melon wars begin!
RTS order for all melons would be best. That way you can get melons to stand ground etc, and make ambushes.
Good, that's what I was thinking. I'll get to work on that. [b]Edit:[/b] Okay, the multiple order core selection is working fine, I just need to convert it to work with any warmelon, and modify the base code to never move at enemies.
No, keep the moving towards enemies thing, just change it so that they only do it when they have no orders. :D [b]Edit:[/b] Or, well, when they haven't got any [i]incomplete[/i] orders...
Unfortunately you've caught me a few minutes after the changes for Revision 8 were finished. Give me a minute or two and I'll have it on the OP.
I love this mod, I'm currently making a map for it.
I like the idea of having all of the melons able to move via RTS-style commands, but I still like the automated style, it's fun to sit back and watch. ...Maybe an option in the spawn menu to make them commandable or not? Many thanks. EDIT: I really don't want to update from R7 yet, most of my designs are still based on the ability of the melons to autoseek targets and move to them.
The second video made me :lol:. [b]What the Fu-[/b]*Explosion*
Yay, I cracked the script! :D Now I know how to make STools! ♥ [b]Edit:[/b] [QUOTE=Madrick]Simply. Incredible. Would have been awesome if the epic battle at the end ended in a nuke though.[/QUOTE] Funny, I just finished coding a Nuke melon. D: No fancy effects, just a big bang and everything close to it dies.
[QUOTE=Madrick]I like the idea of having all of the melons able to move via RTS-style commands, but I still like the automated style, it's fun to sit back and watch. ...Maybe an option in the spawn menu to make them commandable or not? Many thanks. EDIT: I really don't want to update from R7 yet, most of my designs are still based on the ability of the melons to autoseek targets and move to them.[/QUOTE] Never fear. If you still want your melons to move towards an enemy, just use this code in your attacking function: [lua] self.Entity:GetPhysicsObject():ApplyForceCenter ((self.Target:GetPos()-self.Entity:GetPos()):Normalize() * self.MovingForce); [/lua] And set the entity's move to false, so that it doesn't respond to the command STOOL. Do that stuff and it should still move towards targets in R8.
♥ I've added an anti-air melon now. :D Now I just need a laser melon! IMA FIRIN' MAH MELONAZOR, BLAAAA!! [b]Edit:[/b] Hey, should I pack the extra melons I add (with shameless copy-pasting :D) and upload when I run out of steam?
This mod is excellent. :D You should have it where once the melons find a target and start attacking, they should stop moving if they were given a move order. This would make more sense, as instead of moving past one another, they stop and start shooting. This is just an idea, but I think it would make a lot of sense. One problem I did encounter was that I created a gunship made out of a large wooden crate with fighters on each side. I duplicated it with the regular duplicator, and once it was destroyed (taking all the melons with it), I spawned another. The problem is that once the thing that is carrying the melon is destroyed, i.e. the wooden crate, the melons don't disappear with it, and that is a problem. But that is the only thing I encounter, otherwise this is an excellent mod.
By the way, this effect looks so incredibly sexy. ♥ [lua]function EFFECT:Init (data) local emit = ParticleEmitter (data:GetOrigin()); for i=0, 30 do local part = emit:Add ("effects/muzzleflashX", data:GetOrigin()); part:SetVelocity(VectorRand()*120); part:SetLifeTime(0); part:SetDieTime(0.5); part:SetStartSize(8); part:SetEndSize(3); part:SetRoll(math.random(0,8)); part:SetRollDelta(0); part:SetAirResistance(0); part:SetGravity(Vector(0, 0, 0)); end emit:Finish(); end [/lua] [b]Edit:[/b] Whenever the thing my melons are on is destroyed, they always remove themselves... Unless you're creating them, moving them into place, and then welding?
[QUOTE=StarWarsMan]This mod is excellent. :D You should have it where once the melons find a target and start attacking, they should stop moving if they were given a move order. This would make more sense, as instead of moving past one another, they stop and start shooting. This is just an idea, but I think it would make a lot of sense. One problem I did encounter was that I created a gunship made out of a large wooden crate with fighters on each side. I duplicated it with the regular duplicator, and once it was destroyed (taking all the melons with it), I spawned another. The problem is that once the thing that is carrying the melon is destroyed, i.e. the wooden crate, the melons don't disappear with it, and that is a problem. But that is the only thing I encounter, otherwise this is an excellent mod.[/QUOTE] Unfortunately I haven't the slightest idea how to make a melon detect what prop it was welded to when it was duplicated, because the new melon and prop are completely independent of the original.
You could try having the melon check what it's welded to on spawn... or is that impossible?
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