Warmelons: Outfit battleships with turrets, or form armies of melons.
889 replies, posted
cant wait for next version.
- Forget it. The Spelling and Grammar thing is restricting me from pointing out an error. The barracks unit dies and I get a NULL Entity error.
[QUOTE=Halo-Slayer]- Forget it. The Spelling and Grammar thing is restricting me from pointing out an error. The barracks unit dies and I get a NULL Entity error.[/QUOTE]
Put it in code tags
[code] [code][/code] [/code]
If my theory is correct then the errors should be when barracks units created from a dead barracks are destroyed. I'll look into fixing that.
Few suggestions:
When I spawn Fighters with no gravity, they don't fly around like the barracks fighters, that's a bit disappointing, also less range for following needed, I had all my guys crossing the while of flatgrass to find a lone unit.
Also an Addon that makes them do GCombat damage would be great.
Also the barracks units of Opposite teams (flying) don't attack each other, they just fly in circles, better support for dogfights would be more fun.
But other than that, fantastic mod. It's so fun :).
I noticed that as well actually, when I had them chase targets they'd just end up flying in a circle. The barracks units don't follow enemies any more, at least in the version I have.
Also having barracks for the other units would be cool, or have spawned units follow as well.
And we need some buildings such as power plant, watchtower etc, cause I love building bases and having them destroyed, but wooden is just too weak at the moment.
[QUOTE=Rum101]
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.
[/QUOTE]
Not a bad point actually. But finding out the Headcrabs have an empire, with battleships would be strange.
I've been thinking about it for a short while and I came up with a little backstory behind the colours (don't take them as official, I just thought them up for fun).
Red:
[b]UNE[/b] United Nation of Earth
Some kind of fascist global empire controlling almost all aspects of the running of the Earth's countries. First thought up when the UN decided to unite the Earth under one name (considering that mankind was on the very brink of achieving superluminal travel). Any countries that objected were either stomped out with military force of the countries in favour of the UNE and quickly forced to surrender, or voluntarily dropped their arguments upon seeing the force their opposition could exert.
Often pronounced 'Uni'.
Blue:
[b]AII[/b] American Independence Initiative
Standing as the only nation able to oppose the UNE and put up a good fight, the AII is comprised of the United States of America and a select few countries dotted around the world, who changed their mind about giving up and joined the movement.
Promoting above all tolerance, independence and liberty, millions migrated to the US in favour of its cause. Fighting an evenly matched battle against the UNE, ICBM nukes were indeed launched, but thanks to a new antimissile technology, no impacts were actually made. Run by a large panel of equally ranking politicians, the system was democratic in its running, each major strategic decision was decided equally by all the panelists.
Despite this fairness-oriented governing process, the UNE persistently tried to convince its diminishing followers (as more and more nations joined the AII) that the AII was a lot more fascist than itself. Eventually this new faction covered half the world and now the war is fought on even ground.
Often pronounced 'Eye'.
Green:
[b]ETF[/b] Extra Terrestrial Faction
A species whose differences were settled centuries ago and whose origins have not been pinpointed by human scientists yet, the ETF while doing a routine sensor sweep of the galaxy arm, discovered a high amount of energy sources emitting from Earth (such energy sources being the midair explosions of nukes being taken down by antimissile defenses). Considering themselves wiser than this somewhat primitive species, they moved in to try and forcibly stop the AII and the UNE fighting, and save their spirits so that they might go to heaven in the alien species' religion. Despite their fairly advanced technology and mastery of superluminal travel and sustainable power sources they in the past focused a lot more on technology than power and as such have not been able to achieve victory yet.
The name ETF is an arbritrary name given to the faction, as the aliens' form of communication is as yet untranslated by humans. the ETF species is reminiscient of Reptilian animals.
Cyan:
[b]RHE[/b] Royal Harqenan Empire
Around the time th ETF decided to try and split up the human conflict, the RHE, which originates in a different galaxy, was testing a prototype for an instant jumpdrive (as opposed to superluminal travel). The device went horribly wrong and sent them to the very outskirts of our solar system - although in reality they were only attempting to jump to the other side of their planet. The fleet, while attempting to find their bearings noticed the massive energy sources coming from Earth and sought salvation. They fixed their jumpdrive after finding out what went wrong and successfully jumped to our planet in a high orbit. Unfortunately they weren't able to contact their home base with the good news and on that planet the fleet is now considered to be compressed to a sphere the size of a matchbox floating somewhere in space.
Some of the humans saw this as a fantastic opportunity to affiliate with new species (as the language system employed by the Harqenans was translated shortly after their arrival in our solar system), and escaped to Mars to set up a base using the Harqenans' jump drive to easily jupm anywhere they fancied. This became man's first step on another planet, as many people joined a colony effort by the Harqenans to start fresh on a different planet. However most of the humans questioned their benevolence and got the misconception that the Harqenans were really going to enslave the humans on the Martian colony.
Thus the colony population continued life in peace, and prosperity, while the others continued to fuel a war with the Harqenans on Earth.
In reality the Harqenans are an insanely powerful race, and the full power of their military would crush Earth in a second. However in attempts to forget a warlike past they have tried to be kind to the new species and the humans, not to mention that the war units sent out at the first jump were only there for safety. Unfortunately most would not accept them and out of paranoia turned it into a four-sided conflict.
The Harqenans are a birdlike race who are somewhat taller than humans are, on average.
I don't have a life, do I.
[b]Edit:[/b]
[QUOTE=Mattz333]Also having barracks for the other units would be cool, or have spawned units follow as well.
And we need some buildings such as power plant, watchtower etc, cause I love building bases and having them destroyed, but wooden is just too weak at the moment.[/QUOTE]
One of my biggest thoughts about the future of the pack has at the moment been making the barracks more multiable. But of course, the choice between 14 fighters and 14 cannons is a bit obvious, so it'll call for some kind of rudimentary resource system. Same for spawning wood props.
At first, I think I'll define custom delays between spawning of different melons. As well as a cost in 'matter' for each, to balance out the numbers. How matter will be obtained I don't know, but it will be stored in the player. Having RDS to unify one little matter thing is silly, and overall inferior to having the amount stored in the player.
I think I'll make the command points matter producers. Yes.
*cough* Patrol routes
EDIT: Nevermind, back up
Sounds like a plan, having the 'matter' resource would be cool, but try not to use RD, because that's a pain in the ass to use. Just have it creates matter for building in the local area.
Maybe you could, instead of making several diffrent barracks, have a slider on the one barracks or a drop down menu that allows you to chose whether a medic, normal barracks unit (Which I presume is a Light Fighter) or a normal Fighter unit is spawned. Then you could have a Heavy Barracks or something that spawns Plasma Cannons.
a barrack spawning 14 plasma cannons any other fraction has no chance
[QUOTE=Halo-Slayer]Maybe you could, instead of making several diffrent barracks, have a slider on the one barracks or a drop down menu that allows you to chose whether a medic, normal barracks unit (Which I presume is a Light Fighter) or a normal Fighter unit is spawned. Then you could have a Heavy Barracks or something that spawns Plasma Cannons.[/QUOTE]
The barracks units and light fighters are similar, but the barracks units are ever so slightly shittier.
Also, I'm going to code in an inertial damping slider for the order core. Inertial damping is basically like air resistance for hoverballs, except it slows down both horizontal and vertical movement. Having a higher inertial damping value will let your order cores stop their vehicle more quickly.
[b]Edit:[/b]
[QUOTE=cyborgste]a barrack spawning 14 plasma cannons any other fraction has no chance[/QUOTE]
That's where I need help doing this. In order to define how much of each melon a player can spawn, I need to work out how much each melon will cost.
By the way, the resources will be sorted by budget, rather thana constant production of matter and energy. For example if you have a budget of 30 and a fighter costs 3, you can spawn 10 fighters. If a cannon costs 6, you can spawn 5 cannons, or 8 fighters and a cannon. If you spend your budget on 8 fighters and a cannon, and the cannon gets destroyed, you get a refund of the budget it had. 6. With that you could spawn another cannon or 2 fighters. You see what I'm getting at here? It puts a cap on how many warmelons you can spawn, and if I make a team's budget proportional to the amount of command points it controls, I could make controlling the command points of real strategic value.
that is a excellent idea its starting to look like a miniature supreme commander or something on the lines of that
So you're going to make a gamemode out of this?
Sorry, perhaps I'm being completely retarded, but I'm having a little trouble here.
Spawning any of the war melons gives me the following error:
[code]
Can't find factory for entity: johnny_lightfighter
weapons\gmod_tool\stools/l_fightars.lua:21: Tried to use a NULL entity!
[/code]
Whilst any melon dying gives me:
[code]
entities/johnny_barracksunit/init.lua:61: Tried to use a NULL entity!
[/code]
Any help would be great, when lots of melons are going at it this can get pretty annoying
um little fighter's don't shot....is it normal ?
[QUOTE=MegaJohnny]The barracks units and light fighters are similar, but the barracks units are ever so slightly shittier.
Also, I'm going to code in an inertial damping slider for the order core. Inertial damping is basically like air resistance for hoverballs, except it slows down both horizontal and vertical movement. Having a higher inertial damping value will let your order cores stop their vehicle more quickly.
[b]Edit:[/b]
That's where I need help doing this. In order to define how much of each melon a player can spawn, I need to work out how much each melon will cost.
By the way, the resources will be sorted by budget, rather thana constant production of matter and energy. For example if you have a budget of 30 and a fighter costs 3, you can spawn 10 fighters. If a cannon costs 6, you can spawn 5 cannons, or 8 fighters and a cannon. If you spend your budget on 8 fighters and a cannon, and the cannon gets destroyed, you get a refund of the budget it had. 6. With that you could spawn another cannon or 2 fighters. You see what I'm getting at here? It puts a cap on how many warmelons you can spawn, and if I make a team's budget proportional to the amount of command points it controls, I could make controlling the command points of real strategic value.[/QUOTE]
You mean World in Conflict style?
Oh, so a unit cap, that sounds great.
[QUOTE=MegaJohnny]The barracks units and light fighters are similar, but the barracks units are ever so slightly shittier.
Also, I'm going to code in an inertial damping slider for the order core. Inertial damping is basically like air resistance for hoverballs, except it slows down both horizontal and vertical movement. Having a higher inertial damping value will let your order cores stop their vehicle more quickly.
[b]Edit:[/b]
That's where I need help doing this. In order to define how much of each melon a player can spawn, I need to work out how much each melon will cost.
By the way, the resources will be sorted by budget, rather thana constant production of matter and energy. For example if you have a budget of 30 and a fighter costs 3, you can spawn 10 fighters. If a cannon costs 6, you can spawn 5 cannons, or 8 fighters and a cannon. If you spend your budget on 8 fighters and a cannon, and the cannon gets destroyed, you get a refund of the budget it had. 6. With that you could spawn another cannon or 2 fighters. You see what I'm getting at here? It puts a cap on how many warmelons you can spawn, and if I make a team's budget proportional to the amount of command points it controls, I could make controlling the command points of real strategic value.[/QUOTE]
Bad idea.
When any addon needs resources it gets very boring, and repetitive.
It would be good if this was a gamemode. But if some noob is spamming cannons you can just ban him, no need to make everyone else not have fun.
[quote=MegaJohnny]
I don't have a life, do I?
[/quote]
Not with that attitude. :eng101:
But, with this, and a few (if not yourself) professional programmers, you can make yourself a minigame to sell.
Like Microsoft, they're accepting minigames to be sold on Xbox Arcade live sometime near fall this year. And you can make a life from the money (if possible that is!) you make from this little mod/minigame (if you decide that is).
Get what I'm saying?
[QUOTE=CowThing]Bad idea.
When ever any addon needs resources it gets very boring, and repetitive.
It would be good if this was a gamemode. But if some noob is spamming cannons you can just ban him, no need to make everyone else not have fun.[/QUOTE]
That's kinda what I was thinking. I think I'll keep the command point idea aside until it turns into a gamemode. If it ever does.
For now I'll work on:
- laser melon
- sniper melon
- making the barracks more versatile
[b]Edit:[/b]
[QUOTE=Tibbles]Not with that attitude. :eng101:
But, with this, and a few (if not yourself) professional programmers, you can make yourself a minigame to sell.
Like Microsoft, they're accepting minigames to be sold on Xbox Arcade live sometime near fall this year. And you can make a life from the money (if possible that is!) you make from this little mod/minigame (if you decide that is).
Get what I'm saying?[/QUOTE]
That'd be great if
a) I actually ever finished anything I started
b) I had some coding knowledge in something less spoonfeeding as Flash
I have some Flash demos sitting on my comp if anyone wants to see them. I haven't coded in Flash in ages though, I just haven't been bothered.
The thing about Flash is it's really easy to code stuff compared to C++. If I could get some sort of royalty-free game library for C++ that'd be great, but when I got up to the point where I saw the insane amount of code for a square, it turned me off of it.
I also know a little Java as well. It is a lot like coding in Flash, but I've only got as far as a little square jumping round the bottom of his box with the arrow keys.
so the little fighters aren't suppose to shot right ? becuese they don't shot for me :(
[b]Edit:[/b]
that makes the barracks kinda useles i think im going to stick to the old R8 version, becuese you removed the Force in R9
[b]Edit:[/b]
[QUOTE=MegaJohnny]Not a bad point actually. But finding out the Headcrabs have an empire, with battleships would be strange.
I've been thinking about it for a short while and I came up with a little backstory behind the colours (don't take them as official, I just thought them up for fun).
Red:
[b]UNE[/b] United Nation of Earth
Some kind of fascist global empire controlling almost all aspects of the running of the Earth's countries. First thought up when the UN decided to unite the Earth under one name (considering that mankind was on the very brink of achieving superluminal travel). Any countries that objected were either stomped out with military force of the countries in favour of the UNE and quickly forced to surrender, or voluntarily dropped their arguments upon seeing the force their opposition could exert.
Often pronounced 'Uni'.
Blue:
[b]AII[/b] American Independence Initiative
Standing as the only nation able to oppose the UNE and put up a good fight, the AII is comprised of the United States of America and a select few countries dotted around the world, who changed their mind about giving up and joined the movement.
Promoting above all tolerance, independence and liberty, millions migrated to the US in favour of its cause. Fighting an evenly matched battle against the UNE, ICBM nukes were indeed launched, but thanks to a new antimissile technology, no impacts were actually made. Run by a large panel of equally ranking politicians, the system was democratic in its running, each major strategic decision was decided equally by all the panelists.
Despite this fairness-oriented governing process, the UNE persistently tried to convince its diminishing followers (as more and more nations joined the AII) that the AII was a lot more fascist than itself. Eventually this new faction covered half the world and now the war is fought on even ground.
Often pronounced 'Eye'.
Green:
[b]ETF[/b] Extra Terrestrial Faction
A species whose differences were settled centuries ago and whose origins have not been pinpointed by human scientists yet, the ETF while doing a routine sensor sweep of the galaxy arm, discovered a high amount of energy sources emitting from Earth (such energy sources being the midair explosions of nukes being taken down by antimissile defenses). Considering themselves wiser than this somewhat primitive species, they moved in to try and forcibly stop the AII and the UNE fighting, and save their spirits so that they might go to heaven in the alien species' religion. Despite their fairly advanced technology and mastery of superluminal travel and sustainable power sources they in the past focused a lot more on technology than power and as such have not been able to achieve victory yet.
The name ETF is an arbritrary name given to the faction, as the aliens' form of communication is as yet untranslated by humans. the ETF species is reminiscient of Reptilian animals.
Cyan:
[b]RHE[/b] Royal Harqenan Empire
Around the time th ETF decided to try and split up the human conflict, the RHE, which originates in a different galaxy, was testing a prototype for an instant jumpdrive (as opposed to superluminal travel). The device went horribly wrong and sent them to the very outskirts of our solar system - although in reality they were only attempting to jump to the other side of their planet. The fleet, while attempting to find their bearings noticed the massive energy sources coming from Earth and sought salvation. They fixed their jumpdrive after finding out what went wrong and successfully jumped to our planet in a high orbit. Unfortunately they weren't able to contact their home base with the good news and on that planet the fleet is now considered to be compressed to a sphere the size of a matchbox floating somewhere in space.
Some of the humans saw this as a fantastic opportunity to affiliate with new species (as the language system employed by the Harqenans was translated shortly after their arrival in our solar system), and escaped to Mars to set up a base using the Harqenans' jump drive to easily jupm anywhere they fancied. This became man's first step on another planet, as many people joined a colony effort by the Harqenans to start fresh on a different planet. However most of the humans questioned their benevolence and got the misconception that the Harqenans were really going to enslave the humans on the Martian colony.
Thus the colony population continued life in peace, and prosperity, while the others continued to fuel a war with the Harqenans on Earth.
In reality the Harqenans are an insanely powerful race, and the full power of their military would crush Earth in a second. However in attempts to forget a warlike past they have tried to be kind to the new species and the humans, not to mention that the war units sent out at the first jump were only there for safety. Unfortunately most would not accept them and out of paranoia turned it into a four-sided conflict.
The Harqenans are a birdlike race who are somewhat taller than humans are, on average.
I don't have a life, do I.
[b]Edit:[/b]
One of my biggest thoughts about the future of the pack has at the moment been making the barracks more multiable. But of course, the choice between 14 fighters and 14 cannons is a bit obvious, so it'll call for some kind of rudimentary resource system. Same for spawning wood props.
At first, I think I'll define custom delays between spawning of different melons. As well as a cost in 'matter' for each, to balance out the numbers. How matter will be obtained I don't know, but it will be stored in the player. Having RDS to unify one little matter thing is silly, and overall inferior to having the amount stored in the player.
I think I'll make the command points matter producers. Yes.[/QUOTE]
hmm.... not bad and you can use the spacebuild maps for this idea
The unit cap idea sounds very good for making a full on gamemode, especially when you mix it with the strategic points idea, but If it ever does get that far I'd quite like an option to turn the unit cap off for if I just want some melony chaos.
On a different note, some rapid mapping before the weekend resulted in another map to add to the warmelons list. It's called WM_kingofthehill and has 9 places you could put a strategic point (four only accessible by air units). The four build chambers are sealed with trigger_pushes to make them secure, and the whole map is massive.
I'll get some screenshots when I can.
Keep up the good work.
oh, I like your race descriptions. Now my melons have something to fight for.
Guys, I have a few class requests...heres the link:
[url]http://forums.facepunchstudios.com/showthread.php?p=9081100#post9081100[/url]
Please try to make one or some of them! The only credit I want was coming up with the idea.
*cough* little fighters don't shot *cough*
p.s a link to the best (and only) warmelon map :D [url]http://www.garrysmod.org/downloads/?a=view&id=29782[/url]
p.ss it requires gmod beta :( and i had bad luck instaling gmod beta
[b]Edit:[/b]
you have a map, you have an idea thats already created. now go make a gamemode !!! ;)
[QUOTE=KestasLT]*cough* little fighters don't shot *cough*
p.s a link to the best (and only) warmelon map :D [url]http://www.garrysmod.org/downloads/?a=view&id=29782[/url]
p.ss it requires gmod beta :( and i had bad luck instaling gmod beta
[b]Edit:[/b]
you have a map, you have an idea thats already created. now go make a gamemode !!! ;)[/QUOTE]
D: that map hurts my eyes.
Bad layout, bad textures, and it's fullbright.
I wish my source SDK worked so I could make a map.
[QUOTE=PspNick93]This is a very cool mod, this is actually the kind of things I like to see made out of prop's, the mini wars you can look down and command upon. That's why I was such a big fan of Junk Empires and Sazzilization.
Might I suggest adding Ground Related units and Power Systems, almost like a mini life support for ships.[/QUOTE]
Whats Sazzilization pm me i love Real Time Stratigies
I have a problem with warmelons. i've built some cool ships with warmelons covering them. but i still need hover balls to make them stay upright on maps with flat ground and no zero g areas. so i am proposing some kind of hover melons that pull the ship towards enemies, but keep it level like hoverballs. please tell me if this is "unpossible"
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