Warmelons: Outfit battleships with turrets, or form armies of melons.
889 replies, posted
[QUOTE=Dukelazrface]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"[/QUOTE]
Just use the Physical Properties to make the object weightless for small attack ships. If you want to make a large battleship of some sort then you're going to have to put in some hoverballs to make it fly right.
Got an ETA on next release? and one idea, set up an SVN.
[QUOTE=Dukelazrface]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"[/QUOTE]
I donno about that, but that did give me an idea. How about wire outputs for if the melon is currently being commanded or not. Then we could make ships which go, "If player is currently pressing numpad 9 and this melon is currently being commanded, raise hoverballs." This would allow for commanding ships individually with numpad inputs.
I just discovered this mod yesterday, and quickly had to test it out.
I must say, this one of the best mods I have *ever* seen. It's simple, fun, versatile and absurd enough to be hilarious (seeing melon infantry roll for an objective always makes me smile). By choosing so simple, small and lightweight a prop, the possibilities are made pretty much endless.
I do enjoy the complexity of Wiremod, Life Support and the like, but sometimes I miss more simplistic gamemodes, and this is pretty much the Holy Grail in that aspect.
You, sir, rule the waves of the internet. My hat is off.
[b]Edit:[/b]
On a more constructive note, a couple of suggestions spring to mind.
First off, I haven't seen a way of cleaning up melons after battles. The "clean up everything" command won't remove them or their barracks, so you have to actively chase the survivors with the remover after each battle.
Second off, I noticed that for some odd reason not all the melons die after the prop they're attached to buys the farm. The exact setup was a small wooden shelf with wheels, a command core, two light fighters and a cannon, all set to no gravity to ease the burden on the wheels.
When the box died from the fire caused by the command core's demise, the cannon and the fighters simply flew away, making the task of cleaning up even more complicated.
Last, I wholeheartedly endorse the suggestion of making a bomber melon of sorts that will drop stuff on whatever is under it. The same melon would double as a depth-charge melon, or as a defender of ramparts, dropping things on besieging melons. Such simple addition would make battles a lot more varied, in my opinion.
Apart from those, there's literally nothing I would change about this fine mod.
A "carrier" melon would be cool, it would pick up melons at your base and drop them off at the target location. There could be serveral variants of it, A flying one that picks up ground melons, a flying one that "picks up" flying melons and would essentially be somekind of hangar bay for them. And a quite fast ground one.
[QUOTE=Dracyr]A "carrier" melon would be cool, it would pick up melons at your base and drop them off at the target location. [/QUOTE]
I'm not too sure about that one. Part of the fun is making tiny vehicles to transport the melons.
In that aspect though, I did notice a problem. I used a hollow bookcase model and spawned the melons inside it (not welded). Even if the melons aren't welded to the prop, they disappear if they're inside it when it's broken.
If you spawned the melons on the prop it's still going to parent them to that prop. Spawn them on the ground them move them into the prop.
[QUOTE=MrDoomBringr]If you spawned the melons on the prop it's still going to parent them to that prop. Spawn them on the ground them move them into the prop.[/QUOTE]
Yea, Johnny, you should try to fix this. Cause the destroying-of-the-prop-makes-the-melon-go-away is quite annoying.
Does anyone have a server with this one it? :D
[QUOTE=huntskikbut]Does anyone have a server with this one it? :D[/QUOTE]
[SGC] #2
69.12.96.52:27018
Plays WarMelons and Spacebuild2
Great work man, I'd like to see an additon that makes them wirable... perhaps to set a system of priorities.. such as whether or not they go for medics first... wires for on/off, wires to have them go to a set system of coordinates... etc.. this would be even more awesome if I could program a supercomputer to dictate the actions of my melons from afar with wiremod :)
Yes but the problem with that is that there would be melons rolling around with wire flying off them. Maybe have Wire support for the barracks for choosing if you press a certain number, A certain melon is spawned.
Wire?Oh god please no!Maybe like button that spawn's individual melon's?
That's what I was thinking. It would be stupid unless it was used for spawning buttons.
[QUOTE=Chopmunch]Wire?Oh god please no!Maybe like button that spawn's individual melon's?[/QUOTE]
You don't HAVE to use wire. If you don't like it, don't use it. It just makes the rest of our lives easier.
I don't really see the point in adding Wire support. What, for a target finder mind for the melons?
Not sure if anyone ever tried this, but putting warmelons on a vehicle = bad idea. I put 5 plasma cannons on the front of a vehicle, spawned about 20 fighters, drove the vehicle, and when I drove past and tried to turn it crashed. :(
Could you please add a numpad toggle for the barracks? :)
[QUOTE=Mark£d_OÑ£]Not sure if anyone ever tried this, but putting warmelons on a vehicle = bad idea. I put 5 plasma cannons on the front of a vehicle, spawned about 20 fighters, drove the vehicle, and when I drove past and tried to turn it crashed. :([/QUOTE]
I think that was the vehicles fault more than the melons.
Just a thought: An option to make it fire at things that are only in a certain range(length/width/height), and the ability to fire at props/players(not sure if that's possible, it probably is but I've never tried it). It'd be cool to make a big ship for spacebuild, and have 2 rotating turrets with the warmelons on them to fire at enemies. :D
[b]Edit:[/b]
Also, I loved the second video.
*epic battle*
*BEEP BEEP BEEP*
"WHAT THE FU-"
*BOOOOOOOOMMM*
[QUOTE=MrDoomBringr]I don't really see the point in adding Wire support. What, for a target finder mind for the melons?[/QUOTE]
You'd be amazed what these people can do with just a couple outputs. :q:
[QUOTE=MrDoomBringr]Just use the Physical Properties to make the object weightless for small attack ships. If you want to make a large battleship of some sort then you're going to have to put in some hoverballs to make it fly right.[/QUOTE]
well i still think it is possible, and i can still use hoverballs, but id like not to have to. i mean have you ever watched a sci-fi show where the spaceships don't seem to stay upright relative to each other?
Which is why you attach them to a prop, use the Physical properties and attempt to get it to stay stable with a heck of alot of thrusters. I was able to get a "battleship" of Phx props semi-stable yesterday. Semi meaning that it was able to carouse the landscape in search of it's targets without the use of hoverballs.
Destruction of said targets was another thing entirely, but it got to them.
I don't care about stability, with my planes and ships, it's all about going forward on and on and on...All about speed, baby!
The problem is when your target is back a few hundred feet after you overshot the target.
Reminds me of Spaceball 1 entering Ludicrous speed.
[QUOTE=MrDoomBringr]The problem is when your target is back a few hundred feet after you overshot the target.
Reminds me of Spaceball 1 entering Ludicrous speed.[/QUOTE]
:uhoh:
[i]They've gone to plaid![/i]
lol "shut it off" "we cant stop were going to fast" "i dont care shut it of now"
"ahhhh THUD" "have we stoped" "yes sir" "k 5 min break" "smoke if you got em" *thud* jesus i thought no one else watched that movie spaceballs = epic pwnedge
get intelligent, a lot of us have seen SpaceBalls, it's fuckin hilarious!
well now i know lol oh and nice work on the factoin backgrounds there awsome!
This has got to be my 30th post in this forum in the past hour, I'm on a roll here! Ok, now for an idea, maybe you could code the melons to be hoverballs? It would be cool to see warmelons holding up a ship.
I love these guys!
So Johnny... Did you fix that bug?
Where you remove the props and the melons get removed with it?
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