• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
ouch good luck with comp, yes i am sure that solutions will be found to all the little problems, still early days. looking forward to next update. the mellons being killed on contact with world sounds like an elegent solution, perhaps the option to change gravity on and off should be disabled for any mellons designed for ship mounting, for ballancing. anyway very good work. Why am i losing smartness with every post?
link to command stool please [b]Edit:[/b] link to command stool please
There should be a way to select multiple melons by dragging a box around all of them like in Zombie Master, melons of the same team.
I still can't understand how to change teams!Please help me :D i've seen videos about this,my words after this videos : PWNZORZ!!! Sorry for my english and i don't want care anymore about grammar...that's hard for me because i am not american,or from england,or whatever... [b]Edit:[/b] oh wait i was too stupid to see that :D now i have other question: How can i make their moves more..."correctly"?Or i must move em by myself with thrusters?Just when i use core command he's moving too bad =\ (sure i have give him hover balls)
When destroying a prop attached with a gravity off duplicated melon they fly off in various directions quite quickly due to either the momentum of the craft or explosion of another nearby friendly. Is it possible to just check to see if it is attached to "anything" or holds and constraints and once all contraints are gone it blows up?
[QUOTE=grimreaper87]When destroying a prop attached with a gravity off duplicated melon they fly off in various directions quite quickly due to either the momentum of the craft or explosion of another nearby friendly. Is it possible to just check to see if it is attached to "anything" or holds and constraints and once all contraints are gone it blows up?[/QUOTE] That is one of the solutions I thought up once, actually. It is a good idea but you'd have to loop through all the welds whenever a prop is destroyed, which sounds quite laggy. I'll consider it if I can find out how to get the entities any given weld links together. [b]Edit:[/b] [QUOTE=EneRDJaizZeR]I still can't understand how to change teams!Please help me :D i've seen videos about this,my words after this videos : PWNZORZ!!! Sorry for my english and i don't want care anymore about grammar...that's hard for me cus i am not american,or from england,or whatever... [b]Edit:[/b] oh wait i was too stupid to see that :D now i have other question: How can i make their moves more..."correctly"?Or i must move em by myself with thrusters?Just when i use core command he's moving too bad =\ (sure i have give him hover balls xD)[/QUOTE] By the melons moving badly, do you mean they don't stop when they're supposed to? If that's what you mean, I don't know a good way to make them stop yet. I might have to look at the hoverball code and see how the air resistance works. If the order core is moving too slowly for you, you can try turning the air resistance down for the hoverballs or turning up the force setting for the order core. Also out of interest, what is your first language?
[QUOTE=MegaJohnny]That is one of the solutions I thought up once, actually. It is a good idea but you'd have to loop through all the welds whenever a prop is destroyed, which sounds quite laggy. I'll consider it if I can find out how to get the entities any given weld links together. [/QUOTE] constraint.HasConstraints( ent ) = returns true if this entity has valid constraints Adding this to its natural think wouldn't neccessarily cause any extra lag? Obviously only enabled if the "Weld" option was selected. Don't know if it works, just did a search for a function that checked if constraints existed.
[QUOTE=grimreaper87]constraint.HasConstraints( ent ) = returns true if this entity has valid constraints Adding this to its natural think wouldn't neccessarily cause any extra lag? Obviously only enabled if the "Weld" option was selected. Don't know if it works, just did a search for a function that checked if constraints existed.[/QUOTE] Bloody hell, I didn't know constraint checking was that easy. And although it may look not that laggy at all, it probably loops through every single existing constraint to see if one of the ents in the pair is the same one as in the argument. I think when I get the computer up and running again, I'll just make them suicide if they hit the world (and know they shouldn't). By the way, update on the computer. I've got pretty much all of the folders I want to keep on a USB drive, so hopefully I can format both of the drives and slap the image back on. There are just a few more files to go.
what is the link o the command stool i cannot find it on garrysmod.org
You should already have it. Look in the Warmelons category for Order Core Command or something like that.
Wow MegaJohnny. It's like you are making a Real Time Strategy with Melons! Its Awesome. I've noticed that alot of awesome mods where made "Because they were bored". I think we should keep getting bored. Then we would be having awesome mods like this one :D Keep up the awesome work Halo-S
My first lang is...russian D:
I think what's needed is a melon factory, that produces melons up to a maximum number, and will not produce any more once those have been destroyed. That way you could set up much better RTS style things.
[QUOTE=King Kambroo]I think what's needed is a melon factory, that produces melons up to a maximum number, and will not produce any more once those have been destroyed. That way you could set up much better RTS style things.[/QUOTE] I have been thinking of making some kind of hangar/barracks that spits out melons until there are, say, 5 active. Then it wouldn't spawn any more until at least one is destroyed. It would indeed allow for more RTS-ish battles if you want to set up a base, and also opens up the possibilities for aircraft carriers. Not only that, but it would make use of the fact that the plasma cannon has a low accuracy, and even the tables a bit. Yes, I think that'll be my priority for now. Hangars. When I get the computer up and running again. On the computer, it's still not working after disabling all my non-system startup programs. Explorer freezes up after a short while (making the taskbar unresponsive) and when I open task manager and click on the performance tab, my second core is around 90% usage, where my first core rarely has much usage. What do you guys think it could be? At the moment I'm going to try running a system restore, think that'll help?
Hey Why don't the Melons have the melon skin? There just white but with a diffrent colour. It would be better if all the melons and cannons and things had the melon skin so they looked more like melons and not blobs. I have an idea. I think it would be awesome if you got like Shotgunner Melons or maybe when you are spawning fighter melons you could choose to have the normal gun, sniper or shotgun... Or maybe just make diffrent types of melons. Like a Sniper Melon which is partly transparent and the Shotgun melons could have more health but attack at a closer range (More health so they can atleast try to get close to the other teams melons) And maybe make a tool that lets you make you be on a melon team... like have the team choosing slider and like Left click would set a player you aim at on that team and right click could make YOU on that team. Then you could make some really cool things like.. Melon Survival LOL
I'll think about the materialization idea, but I like the white material. It makes the melons stand out, and it makes them look more clean colours. Also, I've been thinking of the sniper melon. I'd give him low health and a high minimum range, so he doesn't turn into a LOLBFG unit. The shotgunning idea sounds good, and the fact that it would be short ranged means I could make it like an anti-infantry weapon. Because if I can't make the melons delete themselves, I'll have to make sure they get their asses kicked when they hit the floor. But I'm really excited about the barracks concept, so that's pretty much my top priority at the moment. [b]Edit:[/b] Oh, I forgot to mention, System Restore's fixed my computer issues. I usually jump to a reformat, and forget that there are lots of other much less drastic ways to fix your computer. And they work.
Nice... I'm wondering... What are the Core Melons for? They just roll around doing nothing... I'm quite liking this. Your making a GTS game... Gmod Time Strategy lol For the barracks, Maybe you could use it with wire so that you wire buttons to spawning outputs. And what do you think will it look like? I think for the shotgunning idea you could make them faster (maybe) than normal melons but with a low range (So it can only do close ranged attacks) and a little more health (So it won't get killed before it gets a chance to shoot) For the sniper maybe make it the normal Watermelon skin and have it slightly transparent so it is stealthy and doesn't stand out to much. Maybe for its weapon it could be like the normal melons gun only a little more powerful (Or alot... lol) 1 more thing, I think that having the melons explode when they die is ok.. But it would be funny to have them burst into chunks of melon. And have the Cannon and Plasma Cannon explode.
So I was fucking around with the melons and decided to create a Melon Light Assault Vehicle (MLAV :D). I gave up on airships, and battleships kept fucking up on me, so I'm doing tanks and ground vehicles now. Needless to say, I'm quite happy with my first production. I couldn't get the vehicle to drive itself, so I had to stick thrusters on it. Since the thrusters aren't the best stool to use for warmelons, does anyone have a suggestion? Here's the MLAV. [IMG]http://img179.imageshack.us/img179/2363/gmconstruct0006hg7.jpg[/IMG]
OH.. That's nice... Is the door destructible? And now i know what the core melons are for... I think... Are they used for moving hovering vehicles? And as an improvement for your car thing - use the wooden wheels out of the phx 2 [Wheels] menu and weld them on using the motor constraint. The wooden wheels in the "Wheel" tool don't break. But with breakable wheels then melons would be able to stop oncoming vehicles (or atlease slow them down) By shooting out the wheels. I made a transport car. It's like a Tank but has a boot area where fighter melons can roll around and to let the melons out the boot I used winches and ball constraints... I might try to put up a screenshot EDIT: Page 12!
Right then kiddies, there's another video being uploaded as I speak, which demonstrates the melons being used as RTS units. As soon as I can a) Make a light trooper melon b) Make a barracks/hangar building I'll upload revision 9. Revision 9 will also see the melons slowing down a lot more quickly when they are within the non-movement range thanks to damping functions. In additon, melons will clear their orders when they get to their destination, meaning you can pick them up and drag them elsewhere or something once they're where you ordered them to go. The barracks and light troopers shouldn't actually take very long to make, if I work without getting sidetracked I could probably do it before the end of tonight. But don't count on it. Also, here's the newest Warmelon video. Made because I was bored, really. But it does show the gunships moving automatically to the cyan iFort. [media]http://youtube.com/watch?v=YCsopI5pt9I[/media] [b]Edit:[/b] [QUOTE=Halo-Slayer]OH.. That's nice... Is the door destructible? And now i know what the core melons are for... I think... Are they used for moving hovering vehicles? And as an improvement for your car thing - use the wooden wheels out of the phx 2 [Wheels] menu and weld them on using the motor constraint. The wooden wheels in the "Wheel" tool don't break. But with breakable wheels then melons would be able to stop oncoming vehicles (or atlease slow them down) By shooting out the wheels. I made a transport car. It's like a Tank but has a boot area where fighter melons can roll around and to let the melons out the boot I used winches and ball constraints... I might try to put up a screenshot EDIT: Page 12![/QUOTE] The order cores? They're basically the melon that's intended to be the main form of propulsion for larger ships. That's the reason I put in the force slider, so you can turn it up for larger ships.
How did you get the GlaDOS things to spin? And how do you make them float? use hoverballs? when I put my fighter melons and things to defy gravity they still fall to the floor when attached to a crate or something. Ok I get what the Melon Cores do.
The gravestones themselves, and all the melons attached, have graviy disabled. The GLaDOS spinning things also have gravity disabled, and are attached to the two barrels above and below the prop in the centre of the iFort. The barrels are wheels, and make the GLaDOS props spin with them.
Oh. Ok. What will the Barracks look like?
Well, you can find out. I've just released Revision 9. It adds the Barracks and a Light Fighter unit. When you spawn the Barracks, you have to give it a move order elsewhere before it starts producing melons (up to a maximum of 14 active melons). Where you 'order' the Barracks to go will determine where the melons will go automatically when they are produced.
This is so cool, just uploaded it to my server to mess around with. I wish that you could have them attack NPCs, though, would make Onslaught awesome.
Hi i have found this warmelons and i love it but i do not find a Server with it so can you say some servers?
i love this mod but i think the factory thing should be this model (sorry i do not know the code for putting up pictures so you will have to follow this) [url]http://www.maj.com/gallery/cborgste/kirby/warmelon_factrory_v2.jpg[/url]
[QUOTE=cyborgste]i love this mod but i think the factory thing should be this model (sorry i do not know the code for putting up pictures so you will have to follow this) [url]http://www.maj.com/gallery/cborgste/kirby/warmelon_factrory_v2.jpg[/url][/QUOTE] I don't remember seeing that model before. Did you photoshop a half of a barrel off? Well in any case, I think that'll be possible. I can just make a barrel model and stick it in the ground halfway.
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[lua] -- /Narkaleptic/ [email]narkaleptic@mainelan.net[/email] -- Determine what entities are constrained to this entity local function GetConstrainedEntities( Entity, List, ConstraintTypes ) -- Add this entity to the list List[ Entity:EntIndex() ] = Entity -- Stop at 20 entities to prevent excessive time spent if table.Count( List ) > 20 then return List end -- If this entity has no constrained props, cancel out if !constraint.HasConstraints( Entity ) then return List end local ConstraintTable = constraint.GetTable( Entity ) for _, Constraint in ipairs( ConstraintTable ) do if table.HasValue( ConstraintTypes, Constraint.Type ) then for _, Ent in ipairs( Constraint.Entity ) do if Ent != GetWorldEntity() && Ent != Entity then if !List[ Ent.Entity:EntIndex() ] then List = GetConstrainedEntities( Ent.Entity, List, ConstraintTypes ) end end end end end return List end [/lua] This could help you find out which prop a melon is welded to. It is ran anytime someone uses the physgun and it doesn't create any lag.
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