• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
But what if it's welded to more than one prop? You could check for the right model, but what if it's welded to more than one prop with the same model? I'm pretty damn sure it's impossible. There might be a way, but... It'd probably be flawed and clunky.
Alright, I can just delete the melons if they don't remove themselves correctly. But what about having them stop when they are attacking? That should be pretty simple.
Well one way could be to go through the list of weld entities, and see if any contain the warmelon you're looking at (and only look at the ones that are supposed to be welded); if not, destroy the warmelon. You could perform this check every time a prop is removed or destroyed - however this is probably a bit over the top, there really should be a callback or way to remove these things automatically.
Perhaps you should update the first post, as it still talks about checking the force box.
[QUOTE=King Kambroo]Perhaps you should update the first post, as it still talks about checking the force box.[/QUOTE] What? Oh yeah, that first paragraph I wrote when I first posted the thread. Fair enough.
I made a cheap shot arty cannon. It doesn't fire on an arc because I don't know enough LUA to make it fire on an arc, so basically, it fires cannon shells very fast over long ranges, and the shells have gravity, and have a large radius...So...Cheap overpowered cannon anyone?
This looks metrically awesome. And it has sooo much room for expansion... Rambo melons, anyone?
I love this mod, but ever since the revision 8 i've been thinking...There should be an option to select single melons and groups of melons, as now, I cannot select a single tank I made as it selects all the other tanks around it...which is a tad annoying great mod non the less though
These little guys are hysterical! :D Keep up the good work. Making melon warships and super cannons is fun. :p
[QUOTE=SuperChocobo]I love this mod, but ever since the revision 8 i've been thinking...There should be an option to select single melons and groups of melons, as now, I cannot select a single tank I made as it selects all the other tanks around it...which is a tad annoying great mod non the less though[/QUOTE] On the context panel of the command STOOL, the slider controls the size of the sphere in which it will search for melons to select. If this is cumbersome in a tactical situation, I'll make it so that you shoot two points, and it'll select the melons in the sphere between the two points. Also, my updates to this thread will be slow for a while. The broadband has recently decided to go at around 10KB/s, and after a short dispute as to whose fault it actually is for the connection speed problems (there are 3 possible suspects: UKLinux, BT and Enternet) BT have acknowldged over the phone to my dad that there's a problem with the line, and that they'll ring back at some point in the next 4 hours. That means we could get a call from them any time as late as midnight GMT. But I'll try and update as best I can. The reason the broadband speed will mess up the updating for a while is that my dad has tried moving our router to a different place, downstairs. It was originally connected to my computer via Ethernet, and this computer (my dad's) used a wireless connection. We're not moving it back because for some reason, moving it in the first place made our landline phone work again. Of course, the Warmelon source (along with GMod) are on my computer at the moment, which has no Internet. In short: My comp has GMod and the Warmelons. It has no Internet, but my dad's computer has the Internet and no GMod. What gives.
I like selecting between two points. Even better have it so you hold and drag to create a circle, like the vmf-suite. [url=http://cdbarrett.com/dump/VMF-Suite%20Beta/saver/gm_flatgrass0054.jpg]Click[/url]
[QUOTE=CowThing]I like selecting between two points. Even better have it so you hold and drag to create a circle, like the vmf-suite. [url=http://cdbarrett.com/dump/VMF-Suite%20Beta/saver/gm_flatgrass0054.jpg]Click[/url][/QUOTE] Well, I'll see if I can get that in when I'm back on my own machine, but the thing is, I can only use TOOL:LeftClick for detecting the LMB. Does anyone know any TOOL: functions I don't know about that regard dragging, or not? Actually, I'm sort of thinking of a way now. I'll see what I can do.
I love the new RTS commands for all melons, but I've noticed two small problems. 1) you seem to be able to select anybody's melons. Perhaps the command tool could have a team slider as well, and only commands melons of that colour. 2) If you repeatedly use the melon target tool on a prop, then select it, it will count for each time you used the tool on the prop.
What do i say now??? 01000100 01101111 00100000 01001110 01101111 01110100 00100000 01000001 01110100 01110100 01100101 01101101 01110000 01110100 00100000 01010100 01101111 00100000 01010011 01101111 01101100 01110110 01100101 00100000 01010100 01101000 01101001 01110011 00100001 00100001 00100001 [b]Edit:[/b] And Now??? 89 111 117 32 68 105 100 32 73 116 33 33 33 [b]Edit:[/b] You Can Solve This If You Know (ASCII And Binary) Codes.
[QUOTE=MegaJohnny]On the context panel of the command STOOL, the slider controls the size of the sphere in which it will search for melons to select.[/QUOTE] Oh right, thanks...I didn't notice that before :)
I don't know if it's just me or my server, but the medic melons don't appear to show any signs of healing their cohorts. I know they do because when some of them are on fire they get extinguished and can take a few more hits. Also, once the melons have received an order they don't "stop" moving once reaching their destination. If possible add something where if in at least a certain range of the target move command they stop. If quite possible you could add maybe a numpad function to the order stool, where you can add a numpad command for stop moving/cancel orders which could go hand in hand with their automatic stopping.
[QUOTE=grimreaper87]I don't know if it's just me or my server, but the medic melons don't appear to show any signs of healing their cohorts. I know they do because when some of them are on fire they get extinguished and can take a few more hits. Also, once the melons have received an order they don't "stop" moving once reaching their destination. If possible add something where if in at least a certain range of the target move command they stop. If quite possible you could add maybe a numpad function to the order stool, where you can add a numpad command for stop moving/cancel orders which could go hand in hand with their automatic stopping.[/QUOTE] for me they move fine and stop where they need to, but if I tell a bunch of melons to move into one area they all keep pushing each other trying to get to the center. So I think the more melons you have selected the bigger the stop area will be around the point they're supposed to go to.
[QUOTE=ERROR1234]What do i say now??? 01000100 01101111 00100000 01001110 01101111 01110100 00100000 01000001 01110100 01110100 01100101 01101101 01110000 01110100 00100000 01010100 01101111 00100000 01010011 01101111 01101100 01110110 01100101 00100000 01010100 01101000 01101001 01110011 00100001 00100001 00100001 [b]Edit:[/b] And Now??? 89 111 117 32 68 105 100 32 73 116 33 33 33 [b]Edit:[/b] You Can Solve This If You Know (ASCII And Binary) Codes.[/QUOTE] that your bum hurt beacuse you were at a party last week and you were drunk and fell into sleep in the middle of the room with 4 horny guys.
Really? That happened to me once. Or twice. Or... eleven times...but still, great mod!
Really enjoying this mod, read something about power cores?, sounds brilliant. i have noticed one thing that annoyes me, when the prop that a load of Mellons is attached to gets destroyed, the mellons fall to the ground and can then keep shooting. this makes battles not work so well as destroying props gives you no advantage, we may as well build with metal but that takes the fun out of it. anyway great work.
[QUOTE=RalphMoors]Really enjoying this mod, read something about power cores?, sounds brilliant. i have noticed one thing that annoyes me, when the prop that a load of Mellons is attached to gets destroyed, the mellons fall to the ground and can then keep shooting. this makes battles not work so well as destroying props gives you no advantage, we may as well build with metal but that takes the fun out of it. anyway great work.[/QUOTE] Well, I'm sort of thinking the power core might end up as a base structure, because if I added code to make fighters need a power core nearby, that would fuck up the whole infantry thing. And I don't want that to happen. As for the melons not auto-deleting themselves, I don't know how to fix that. It's been pointed out before, and it is a valid complaint, but when a melon is duplicated I have pretty much no way of detecting what prop it's supposed to be 'attached' to.
It's a shame because it is so good, i Have not really thought of this mod as an infantry thing at all really. i have just been enjoying making fleets and charging them at eachother, but it means using them as infantry makes them overpowered for a couple of reasons. they can move faster, are a smaller target, and deal the same damage. so it kinda defeats the point of making battleships and whatnot because infantry will always win. i have zero experience making mods, lua, stools or anything before actually playing gmod. but couldn't their be a tool which is used on the mellon and prop its welded to (only the one its touching) to link them up? so that when the prop its connected to was destroyed it got destroyed.
That reminds me, I've been thinking of making some kind of short-range light infantry melon. Anyone interested?
that would be very good but would not stop mellons falling of ships being invincible infantry is it at all possible to do what i mentioned, i also realised this would make a power core less needed, as the mellons could all be partnered with a prop to act as the power core which when destroyed would deactivate the mellons.
You know what would be cool? If you made the power core into a sort of melon barracks, tied to a faction. It would be awesome if you could have that barracks spawn melons every x amount of seconds. It would make infantry combat even cooler. :D
[QUOTE=RalphMoors]Really enjoying this mod, read something about power cores?, sounds brilliant. i have noticed one thing that annoyes me, when the prop that a load of Mellons is attached to gets destroyed, the mellons fall to the ground and can then keep shooting. this makes battles not work so well as destroying props gives you no advantage, we may as well build with metal but that takes the fun out of it. anyway great work.[/QUOTE] Use high-altitude battles! Easy! :D
In regards to the melons not deleting themselves. How do things which use the advance duplicator know when what the thruster is attached to is removed to also remove the thruster?
This is a great mod! Yet as ralphmoors said earlier, I keep losing battles to fighters rolling around on the floor after they fall off burning props... what if you add settings to detect how the units will be used? So for instance, you click on the cannon in your menu and then tick a box that says airborne (for example) and if the cannon falls below a specified height, it gets removed. Obviously this would not work for infantry, so a specific tick box and maybe a slider for minimum height too.... Just an idea... =P
For the power core idea, it wouldn't be required, more of an option. Kind of like the linking of two entities such as in wire mod with the beacon sensor and target finder. That way fighters wouldn't rely on being powered unless linked.
Thanks for keeping the thread alive, guys. Unfortunately my computer has packed up entirely, and it's bad enough to need a reformat. Until I can get the image of XP back on the computer, I can't do anything with the Warmelons. I can hardly get onto the desktop before the whole thing besides the mouse decides to freeze up. I haven't stopped thinking about the Warmelons though, and I suspect that the next release will feature some sort of sniper melon. Of course to balance out the great power of a sniper rifle, I'll have to add a large minimum range. Also, possibly a repair melon that instead of repairing Warmelons, repairs breakable props. And I've thought of an idea for the whole melon self deleting thing. I have a few vague ideas, one of them being killing themselves when they touch the world, but until them you could always set them to gravity off. That way when their prop is broken, they'll still be in sight of the melons they were before.
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