Warmelons: Outfit battleships with turrets, or form armies of melons.
889 replies, posted
[QUOTE=J0hAnN48]this won't work for me. I have placed one red melon on a box and unchecked gravity but it won't hover like your did, and i unchecked the blue one on the base, and the red one won't fly away and attck the base, only when i take it closer myself. How does this work?[/QUOTE]
The fact that the melon has no gravity doesn't affect the fact that the box still does. The ships in my video, and the pirate ship in Puska's video use hoverballs to hover. Also, when a melon is set to close in on an enemy, it only does that when the enemy is in range of the gun. So you won't get the units to start dogfighting if it's too far away for them to shoot at eachother. Think of the movement as close combat retarded 'tactics' than strategic manouvers - that kind of thing is left to the player.
[QUOTE=MegaJohnny]The fact that the melon has no gravity doesn't affect the fact that the box still does. The ships in my video, and the pirate ship in Puska's video use hoverballs to hover. Also, when a melon is set to close in on an enemy, it only does that when the enemy is in range of the gun. So you won't get the units to start dogfighting if it's too far away for them to shoot at eachother. Think of the movement as close combat retarded 'tactics' than strategic manouvers - that kind of thing is left to the player.[/QUOTE]
Mine uses thrusters. ;)
I like the melons, but...
The movement option needs to make the melons move faster, from farther away.
Possibly more weapon types.
And...
Is it possible to make each type of melon it's own entity, so when duplicating, the melons do [I]not[/I] turn white?
Add a "sensor range" slider, so we can set the range for seeing their opponents.
[QUOTE=Spenzo2006]I like the melons, but...
The movement option needs to make the melons move faster, from farther away.
Possibly more weapon types.
And...
Is it possible to make each type of melon it's own entity, so when duplicating, the melons do [I]not[/I] turn white?[/QUOTE]
Ah yes, in the very latest (not yet uploaded) version, the melons keep their team affiliation when duplicated. The only drawback I can think of at the moment is that cloned melons don't delete themselves when the prop they're on is broken. I'll try and fix all that later, it's small stuff. For now I'm trying to get more melon types in. Expect another release in the coming days.
You know it is sad when before you even extract the zip, you edit the melons. :(
I did a little modification that should make it funner, but laggier. Decreased the damage of the bullet from 4 to 1, for longer battles, decreased the think delay (This is where the lag comes from.) And tweaked with the sounds.
Next up, changing the tracer to the toolgun effect and giving it 8 damage, but halving the think rate.
Wow, you have consolidated all my win into one disgusting package and rended it from my cold dead hands.
[quote=MegaJohnny]s there a Fighters STOOL in your construction category?[/quote]
No, there isn't.
This would make a perfect gamemode, one team uses their melons to attack a base while the other team has to defend with all their might against the ferocious onslaught of the other team in an epic battle for victory and the freedom of all of Red Melonkind, yes friends, this is what we have been fighting for! VICTORY OR DEATH!
Yes...
[QUOTE=Ol Sturmo]No, there isn't.[/QUOTE]
That's strange, it seems to be working for everyone else. Is there an Armies folder in your addons folder? And inside that, do you find an info.txt and a Lua folder? You probably do, as I trust you installed it correctly, so you may have to remove some other addons to see if there are any conflicts between them and the Warmelons. But make sure you back up your addons before you go deleting them.
[b]Edit:[/b]
[QUOTE=Sh33p]This would make a perfect gamemode, one team uses their melons to attack a base while the other team has to defend with all their might against the ferocious onslaught of the other team in an epic battle for victory and the freedom of all of Red Melonkind, yes friends, this is what we have been fighting for! VICTORY OR DEATH!
Yes...[/QUOTE]
MELONS
TONIGHT WE ARE DINED ON
[B]IN HELL[/B]
Also, yes, I'll consider making some gamemode-y things for it, but now I'm making the addon better.
In other news, the melons now have muzzle flashes and yet more tweaks to the targeting system to try and reduce lag even more. Soon to come, a beefy cannoneer and a sniper.
[b]Edit:[/b]
Also a repair/medic melon.
That pretty much eliminates my little tweaks, which sucked anyways. Do they have a longer targeting/move range now?
The next version will indeed feature increased AI range. I don't know what to yet, but a first estimate would be around 512. The current range is 300.
I would think something farther than that would be appropriate.
I may look through the files a bit.
[QUOTE=J0hAnN48]haha cool, you should make so that they build bases and maybe barracks and airports and stuff so it looks like a strategy game[/QUOTE]
No.
We don't want that stuff,We have too much of it,The current type is fine.
This looks awesome! Great job!
Alright, I looked through this code, and found that this:
[quote]function ENT:Think ()
if self.asploded then return end
local entz = ents.FindInSphere (self.Entity:GetPos(), 1000);
for k, v in pairs(entz) do
if v.Warmelon then
if (v:GetClass() == "info_target" && v:GetParent():GetTable().Team ~= self.Team && v:GetParent():GetTable().asploded == false) then
local angle = v:GetPos() - self.Entity:GetPos();
local traceRes=util.QuickTrace (self.Entity:GetPos(), v:GetParent():GetPos()-self.Entity:GetPos(), self.Entity);
if traceRes.Entity == v:GetParent() then
local bullet = {};
bullet.Num = 1;
bullet.Src = self.Entity:GetPos();
bullet.Dir = angle:Normalize();
bullet.Spread = Vector (0.06, 0.06, 0.06);
bullet.Tracer = 1;
bullet.Force = 0;
bullet.Damage = 3;
bullet.TracerName = "AR2Tracer";
self.Entity:FireBullets (bullet);
self.Entity:EmitSound("Weapon_P90.Single", 100, 100);
if (self.Move == true) then self.Entity:GetPhysicsObject():ApplyForceCenter (angle:Normalize() * 250) end
break;
end
end
end
end
self.Entity:NextThink(CurTime()+self.Delay);
return true;
end[/quote]
Makes the script fire at something as it enters range.
(I changed the distance)
If you separated the shooting and the movement, It would be much more realistic.
In real life, If you have a handgun, and see someone you don't like, you may move toward them, and shoot.
But if they're 200 feet away, you wouldn't
so...
Move 185 feet.
Fire.
Sound like a good idea?
[QUOTE=MegaJohnny]That's strange, it seems to be working for everyone else. Is there an Armies folder in your addons folder? And inside that, do you find an info.txt and a Lua folder? You probably do, as I trust you installed it correctly, so you may have to remove some other addons to see if there are any conflicts between them and the Warmelons. But make sure you back up your addons before you go deleting them.[/quote]
Yeah there's an Armies folder, and there is an info.txt and LUA folder. Might be my PHX pack, we'll see.
as someone said before can't you make it so that the melons can be linked with gcombat so that them cam use cannons and all the stuff from there so you got an AI cannon
what music is that in the video?
Also, KICKASS
[QUOTE=Cheesemonk3y]what music is that in the video?
Also, KICKASS[/QUOTE]
It's Pompeii, by E.S. Posthumus. If you want the song, it comes with the free game Plasma Pong. I can't really find any downloads from Googling it, but I wasn't really looking. The original site's down because (God forbid) copyright issues or something, but there are bound to be mirrors.
[b]Edit:[/b]
[QUOTE=Ol Sturmo]Yeah there's an Armies folder, and there is an info.txt and LUA folder. Might be my PHX pack, we'll see.[/QUOTE]
A conflict with the Phoenix pack seems unlikely. As far as I know PHX doesn't change any Lua things besides adding wheels and thrusters and things to the tools, but I'm certain there's no way PHX could be causing the conflict. Have you tried extracting the lua folder to garrysmod/garrysmod, as well?
What changes to the code are we likely to see?
Also, when you get a chance, could you look 5 posts above this?
Thanks.
[QUOTE=MegaJohnny]A conflict with the Phoenix pack seems unlikely. As far as I know PHX doesn't change any Lua things besides adding wheels and thrusters and things to the tools, but I'm certain there's no way PHX could be causing the conflict. Have you tried extracting the lua folder to garrysmod/garrysmod, as well?[/QUOTE]
Yeah, I've tried that too, nothing shows up at all. Phoenix isn't doing it, either.
[QUOTE=Spenzo2006]Alright, I looked through this code, and found that this: <Lua>
Makes the script fire at something as it enters range.
(I changed the distance)
If you separated the shooting and the movement, It would be much more realistic.
In real life, If you have a handgun, and see someone you don't like, you may move toward them, and shoot.
But if they're 200 feet away, you wouldn't
so...
Move 185 feet.
Fire.
Sound like a good idea?[/QUOTE]
Actually, I think that might be rather easy to do. Make another global var, name it self.distance or something. Run an if on the think, and if the distance is greater than distance, move, but not fire. If I wasn't so lazy, i'd test it myself.
EDIT: Infact, I am testing it RIGHT now! I have nothing else to do, so why not do something useful?
Good question, MegaJohnny, If you need something looked at, we could help.
You are my god now.
How about... Jihad melons! They'd just roll at the enemies until contact was achieved, then explode!
That's actually not a bad idea. The great thing about the warmelons is, there is a nice big spot where the fire bullets was. You remove that, and you can put whatever you want in it.
[QUOTE=J0hAnN48]as someone said before can't you make it so that the melons can be linked with gcombat so that them cam use cannons and all the stuff from there so you got an AI cannon[/QUOTE]
We don't need 500000 addons to a simple mod.
This mod has won the internet awards!
Infinite applaudes.
This is the stuff. :D
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