Warmelons: Outfit battleships with turrets, or form armies of melons.
889 replies, posted
I host a server with Warmelons the name is "..:/{TPOB}\:.. [Clan Server #1] Spacebuild,Wire,Gcombat And more arrangements!"
Holy crap, this got even more awesome since I last looked. This has become absolutely amazing. Keep it up!
Well, I've got the sideways barrel noted for the barracks, any other suggestions? I'm thinking of a sniper melon, and some kind of cannon melon that splits the damage between the melons in radius (such as if it deals 150 damage, and the blast radius caught 5, it would deal 30 damage to each).
I think you should add in a "balance" option were you set the min/max number of how many melons are allowed on one prop and allow you to set the min/max number of melons that are allowed to be placed in a certain area.
With this you could stop a tank/ship from having tons of melons but having the melons spaced out between each other. This could be useful for balancing a proper melon war between several people.
Sorry but I do not find your Server can you give me the ip?
can you bring back the homing in thing for the medic
How would i get the warmelons to move by them selves towards a target?
dear megajonny
I know this may be a hard thing[or impossible i don't know]
but please please please x10000 please make a option [like the tick boxes] to bring back the force so we can chose whether we want to order them or they do it them self's it would be fantastic and i love this mod it has to me one of the most rapidly expanding mods out there and it's good to so please bring back force thanks for reading
[QUOTE=trace24]dear megajonny
i know this may be a hard thing[or impossible i dont know]
but please please please x10000 please make a option [like the tick boxes] to bring back the force so we can chose whether we want to order them or they do it them self's it would be fantastic and i love this mod it has to me one of the most rapidly expanding mods out there and its good to so please bring back force thanks for reading[/QUOTE]
Well, I could make it so that they'll move towards enemies when they detect them, but if I do, it'll override any move commands they had before. Other than that, I could do that. Anyone else for reintroducing enemy pursual?
[b]Edit:[/b]
Also, I'm thinking of introducing control points. You'd move forces in around a thumper model SENT, and after, say, 10 seconds, it'd be captured, and a light at the top would change to your team colour. To make capture points an actual strategic asset I can make it so that you can only construct barracks around control points. Sound like a good idea?
[b]Edit:[/b]
[QUOTE=blackt12]How would i get the warmelons to move by them selves towards a target?[/QUOTE]
Use the command STOOL. Left click to select a bunch of melons and right click somewhere else to issue a move command.
Unless that's not what you meant.
The Thumper sounds like Dawn of War when you have to capture control points.
You should make a Command HQ That makes a commander unit. That has a rocket launcher and machinegun. And that there can only be one per team.
Another Thought:
Maybe by using Resourse Distribution. Make it that you have to have certain resourses like "Melon Juices" and "Weapons" or something similar. And you can have certain buildings that "Farm" these resourses
I need some installation help, where do I extract it?
3 words: Editable tracking range.
Two things I think this fantastic mod could do with:
1) A "melon limit" server variable which stops people from spawning hundreds of melons. It would also assist in having battleship wars, as there'd be no need to manually check to ensure it's not going over the limit. If different melons have different values, it'd add even more strategy, "should I go for 2 cannons or 5 fighters?" kind of thing.
2) selecting what kind of melon the barracks produces, and having different maximum "children" at a time.
One bug I found:
When a barracks is destroyed, melons it produced spam the console with errors (apologies for vagueness, I haven't had much time with the latest build)
[QUOTE=MegaJohnny]Well, I could make it so that they'll move towards enemies when they detect them, but if I do, it'll override any move commands they had before. Other than that, I could do that. Anyone else for reintroducing enemy pursual?
[b]Edit:[/b]
Also, I'm thinking of introducing control points. You'd move forces in around a thumper model SENT, and after, say, 10 seconds, it'd be captured, and a light at the top would change to your team colour. To make capture points an actual strategic asset I can make it so that you can only construct barracks around control points. Sound like a good idea?
[b]Edit:[/b]
Use the command STOOL. Left click to select a bunch of melons and right click somewhere else to issue a move command.
Unless that's not what you meant.[/QUOTE]
wow..just wow i did not expect you to respond so quickly that is amazing
2 things i agree with
1.editable detection range [add a choice of whether you want to use force or command stool and add a slider for detection range 0 means they dont use force.
2. commander units would be awesome but make sure you can only have one and they will only spawn when certain condition's have been met
force was fun and so is command so why do we have to pick. please give us a choice and PLESE keep up the amazing work
[b]Edit:[/b]
oh and sorry for the spam but the command point idea is absolutely amzing defently has to be done
I've decided to make a basic map for this script, so you can build your ships in peace then send them to the main battlefield (Unsure of how to do this as of yet)
Some screenshots (Only been working on it an hour)
Basic Overview,
[img]http://img341.imageshack.us/img341/4080/gmodmapnu7.png[/img]
Side build room,
[img]http://img170.imageshack.us/img170/2616/gmodmap2et3.png[/img]
[i]This is my first proper map, please don't flame me about it[/i]
Having a tickbox to select automatic enemy tracking would be awesome to the point of... of... I think my heart is exploding...
as for the command points, awesome idea. Would turn this from a load of cool Sents and Stools into an even cooler full on gamemode
oh, and the map looks cool. Makes me want to start mapping again just for this game(mode?)
also make the factory key pad activated it will help
so like when you press 6 on your number pad it will activate the factory`s
I'm loving these Warmelons :D I hope it evolves into a gamemode some day. So far I 'm all for reintroducing enemy pursual. The option to turn that off and on tho would be nice. Maybe you could make it so only the command melons are commandable. That way, if the commander is killed the ship is left with its troops to seek their own direction, for better or worse. Also without enemy pursual sometimes you get tons of "floating" melons after a big battle and they just hover about and scatter.
Something I would like to see, that isn't already implemented, is the ability to stop the melons. Say you zero grav the ship, or apply hoverballs.. If you command a cluster of melons to a point they will arrive there and then keep going in that direction. A solid waypoint system would be better, or just a brake.
Regardless of how you take my opinions; take my criticism.
"Nice work!"
Installation help...please?
just had a quick play with the latest revision, and the first thing that i noticed was that the barrack made melons DO seek and destroy if you dont give them any other orders. This immediately prompted me to make 2 kickass 'carrier' ships and watch as over a hundred flying barrackmelons (loving the contrails, by the way) clashed above the two battleships who were blowing each other apart with cannons.
Theres two problems I find with the barracks though (these are more minor than major problems). The spawned melons always seem to attack enemy barracks, regardless of any other fire they might be getting, and you cant turn them off. Cyborgste's idea about numpads sounds good for that.
Next up came the four way battle, and I noticed something else. The four colours of team fit rather well with the four 'factions' in the HL2 universe. The reds work well with rusted parts for the Rebel side, the blues go with Combine components, the greens look awesome when swarming out of an antlion nest, and the cyans go with all the portal stuff. This then prompted another epic battle involving both melons and NPC's, which finally resulted in a C render overflow error due to the amout of exploding barrels.
All told, my verdict was:
This is EPIC. Well done for creating such an awesome set of melonlike warriors.
Now, to follow Kamern's lead and start some mapping! *cracks knuckles*
So, my fellow punchers, I request your help! I extract it into my LAU file, and whenever I start the game, to my amazing disappointment, the stools are not there...
Any ideas? Or am I just stupid?
Well, I made myself a file called 'Warmelons' in my addons folder and just slapped everything in there, but I'm not sure if thats the proper procedure. Works though.
[QUOTE=Rum101]Well, I made myself a file called 'Warmelons' in my addons folder and just slapped everything in there, but I'm not sure if thats the proper procedure. Works though.[/QUOTE]
thats how i did it.
Quick update on what my thoughts are at the moment. I've decided the current command system is clunky, so I'm going to scrap the Command STOOL, and replace it with a console command equivalent. Including box dragging fun, from the privacy of your home.
Also, I don't remember the barracks units moving to attack enemies. I must have taken that out after I uploaded R9. Anyway, that's going to be taken out in R10, because it sort of annoys me when the melons start pissing around chasing enemies when I want them to move elsewhere.
Also in production is a tactical hangar. The units a hangar produces WILL search and destroy, as they are intended as a tactical asset rather than a strategic asset, if you know what I mean.
I'm going to try and implement some sort of commander system, I like that idea. I'm thinking the commander will be the one that builds, not the player, so you'll have to make him go where you want to build. I like that idea, because it means you'll have to actually control an area before you can start securing it.. Securely.
Either that or I'll make the control points double up into construction towers.
Sounds way cool, keep up the awesome work.
[QUOTE=MegaJohnny]Quick update on what my thoughts are at the moment. I've decided the current command system is clunky, so I'm going to scrap the Command STOOL, and replace it with a console command equivalent. Including box dragging fun, from the privacy of your home.
Also, I don't remember the barracks units moving to attack enemies. I must have taken that out after I uploaded R9. Anyway, that's going to be taken out in R10, because it sort of annoys me when the melons start pissing around chasing enemies when I want them to move elsewhere.
Also in production is a tactical hangar. The units a hangar produces WILL search and destroy, as they are intended as a tactical asset rather than a strategic asset, if you know what I mean.
I'm going to try and implement some sort of commander system, I like that idea. I'm thinking the commander will be the one that builds, not the player, so you'll have to make him go where you want to build. I like that idea, because it means you'll have to actually control an area before you can start securing it.. Securely.
Either that or I'll make the control points double up into construction towers.[/QUOTE]
I just want to ask
would the slider idea [ the one where 0 means no force so you can command and the highest means they will go wherever there are enemies]work.
Can it be done or is it impossible
mmm... private box dragging...
[QUOTE=trace24]i just want to ask
would the slider idea [ the one where 0 means no force so you can command and the highest means they will go wherever there are enemies]work.
can it be done or is it impossible[/QUOTE]
If by the slider you mean hold ground, pursue existing enemies or roam as choices, it can be done. But the thing is, it would take a lot of editing to the Warmelons to make it work, and I'm trying to prioritise the selection and the command points for now.
By the way, the good news is that the box dragging seems to be working fine. When R10 comes out, you'll be able to bind a key to start dragging a box and another key to issuing a move order. Now that's done, I'll try to fix errors with the barracks and the barracks units, and get the command points done.
How about patrol routes too?
sheep, hows it going with mods?
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