• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
[QUOTE=hunter_killah]There should be a heavy melon and a flechette melon.[/QUOTE] This man speaks the truth. A flechette melon would be really really awesome.
[QUOTE=hunter_killah]There should be a heavy melon and a flechette melon.[/QUOTE] and a scout melon and a demo melon! [b]Edit:[/b] [QUOTE=MegaJohnny]The barracks can now spawn any kind of melon. I'll make a juggernaut - a powerful and tough melon that can only fire when stationary, add those other barracks features I've not made, such as scramble range and keeping up range, then I might as well release it. At some point I want to make the barracks have an on-screen menu to select what melon you want to build, because at the moment you have to get the barracks stool out, choose another melon from the context panel, and then shoot the barracks. The problem is, I know jack shit about VGUI and whatever.[/QUOTE] and you don't really need vgui, why not just use wire?
I lay claim to a team made entirely of medic melons! Or maybe an engineer melon that drops turretmelons and frozen medicmelons. Or. Or. Or. Spy melons don't really work, do they? Oh, and as for using wire for displays, what? How could that work? I'm confused now...
[QUOTE=Killer_Steel]and a scout melon and a demo melon![/QUOTE] Oh yeah, now what? Back stabin' Spy melons?!?!
[QUOTE=Killer_Steel]and a scout melon and a demo melon! [b]Edit:[/b] and you don't really need vgui, why not just use wire?[/QUOTE] Scout melon would be a light melon, and they already go fast enough. I think a demomelon is kind of pointless, what would you give him and what could he do that isn't already done better by another melon? Sticky/ranged type explosives would already be done by the flechette melon and cannon melon, and I doubt it possible to make an effective short range grenadier. A long range artillary melon on the other hand... Oh yes, and we need engi melons. Armed with a gun that shoots weak short range pistol type projectiles and fires every 2 and a half seconds. It's role is to repair the 'target' objects, much like how a medic heals other melons.
(Please note, sarcasm was present in last post) Hehe. Spies sappin mah melon!
Stop killing people's dreams, hellbring! That's my job!
Scout melon... pretty nice. What about a kamikaze melon instead of a demo-melon? It would ram itself in the target and explode, damaging/igniting it. Can't wait to play it though... only two more days!
[QUOTE=Futszak]Scout melon... pretty nice. What about a kamikaze melon instead of a demo-melon? It would ram itself in the target and explode, damaging/igniting it. Can't wait to play it though... only two more days![/QUOTE] Do you know something we don't, or is it 2 days until your gmod gets fixed/you can get on a gmodified computer? I also like the kamikaze melons, that idea's been floating around for a while though, I think.
[QUOTE=hunter_killah]Someone should add barracks that spawn other stuff for these kinds of battles, -snip- [/QUOTE] Poor news ticker... "KABLAM" "SMASH" "WHEEE" "This is a serious build server, treat it like a serious build server"
you should make diferent types of ages of melons...well...that sounds crappy. What i meant was a technology movement (you know dark age melons, ww1 melons, future melons etc.) Should be something like this: Dark age melons: swordsmelon, archer, magician, pikemelon, smasher :D Roles: swordmelon- a close combat unit (fighter) Archer-long range melon magician-from close to long range melon (should be a fire and ice magician) pikemelon-from close to medium range combat melon smasher-a super strong close combat melon WW1 melons: Riflemelon, rocket launcher melon, flamethorwer, machineguner, tank, artillery Riflemelon-from medium to long range unit (fighter, fire rate should be slow acuracy-high) rocket launcher melon-medium range tank destroyer (cannon) flamethrower-from close to medium range unit machinegunner-from medium to long range unit (must be stationary to shoot) tank-from close to long range strongest unit artillery-long range unit (must be stationary to shoot) Future melons.... if anyone has any ideas for future melons please post :D but i really think that future melons should be melons created now p.s notice how instead of man i post melon pp.s they don't need research facilities or anything just 3 types of melons writen in the menu :D pp.s hope you really make this :)
FutureMelons: Laser, ShoopMelon, Plasma Bazooka, Shuttlemelon, MegaMelon.
Did this mod die?
well, NO
Looks like it did. Shame really. [b]Edit:[/b] Looks like it did. Shame really. [b]Edit:[/b] Looks like it did. Shame really. [b]Edit:[/b] What the hell. I've managed to multipost in the same post. How weird.
MegaJohnny, did you stop working on this amazing mod or not? Well anyways if the mod isn't dead then could you fix all the errors people get when they try to spawn warmelons and the commanding system of the mod?
Nice bump of an old thread.
This sounds awesome. I'd kind of like to see more weapons. King'd. Can this be updated to work with the latest update, I put it on a friends server and couldn't use it, and yes, I put the most recent version, same thing I have client side.
Don't stop working on this MegaJohnny! [b]Edit:[/b] [QUOTE=MegaJohnny]The barracks can now spawn any kind of melon. I'll make a juggernaut - a powerful and tough melon that can only fire when stationary, add those other barracks features I've not made, such as scramble range and keeping up range, then I might as well release it. At some point I want to make the barracks have an on-screen menu to select what melon you want to build, because at the moment you have to get the barracks stool out, choose another melon from the context panel, and then shoot the barracks. The problem is, I know jack shit about VGUI and whatever.[/QUOTE] Then learn :)
[QUOTE=Profanwolf]Don't stop working on this MegaJohnny! [b]Edit:[/b] Then learn :)[/QUOTE] I haven't, I haven't. Bit of a surprise to see this on the front page, really. I've got flechetters and heavy flechetters, the errors you get from spawning melons on multiplayer is gone too. Flechetters are hoverballs, Heavy Flechetters are darkened rollermines and fire 2 flechettes instead of one. There are some big changes again with the barracks. The following range is fully operational. It also has the capacity to be ordered around like any random RTS factory. I've added a new context panel in the Warmelon category (where tool options are usually found). It has buttons for all the melon types that make sense (meaning no lasers or order cores), and if you click the buttons, it'll order any barracks you have selected to queue the melons you chose in that order. So if you select a barracks and click Cannon twice and Medic once, it'll spawn 2 cannons and a medic in that order. Unfortunately that feature's a little buggy at the moment, but it mostly works. I'm not giving an exact release date or anything like that, but it'll be done when it's done. Next I'm going to try making heavy variants of all the melons (with the exception of the fighter, which instead has a cannon-fodder light variant). Here's a video that shows the following range on the barracks: [media]http://youtube.com/watch?v=PMjSHHZvCzM[/media] [b]Edit:[/b] Oh, and I forgot to mention, I've made a Wire spotter entity. It works almost exactly like the Beacon Sensor from Wiremod. It outputs bearing, distance and elevation to any target it chooses. So you can make a defense turret that uses the default GMod turrets or whatever. By output I mean Wiremod output. Don't worry though, I will NOT put Wire on any melon unless it's specifically designed to work with Wiremod.
D: Update already!
I would like an updated version of it. And the warmelons won't show up for me :(
[QUOTE=MegaJohnny]I haven't, I haven't. Bit of a surprise to see this on the front page, really. I've got flechetters and heavy flechetters, the errors you get from spawning melons on multiplayer is gone too. Flechetters are hoverballs, Heavy Flechetters are darkened rollermines and fire 2 flechettes instead of one. There are some big changes again with the barracks. The following range is fully operational. It also has the capacity to be ordered around like any random RTS factory. I've added a new context panel in the Warmelon category (where tool options are usually found). It has buttons for all the melon types that make sense (meaning no lasers or order cores), and if you click the buttons, it'll order any barracks you have selected to queue the melons you chose in that order. So if you select a barracks and click Cannon twice and Medic once, it'll spawn 2 cannons and a medic in that order. Unfortunately that feature's a little buggy at the moment, but it mostly works. I'm not giving an exact release date or anything like that, but it'll be done when it's done. Next I'm going to try making heavy variants of all the melons (with the exception of the fighter, which instead has a cannon-fodder light variant). Here's a video that shows the following range on the barracks: [media]http://youtube.com/watch?v=PMjSHHZvCzM[/media] [b]Edit:[/b] Oh, and I forgot to mention, I've made a Wire spotter entity. It works almost exactly like the Beacon Sensor from Wiremod. It outputs bearing, distance and elevation to any target it chooses. So you can make a defense turret that uses the default GMod turrets or whatever. By output I mean Wiremod output. Don't worry though, I will NOT put Wire on any melon unless it's specifically designed to work with Wiremod.[/QUOTE] THANK GOD IT LIVES! I love warmelons good to see some work gettin done! :D
I have many, many, improvements and changes already completed on my harddrive. This includes a resource based economy. MegaJohnny, please contact me at l_a_p at hotmail dot com.
Yeah it's back! :D Lap, resources would ruin the fun of this addon. Admins can just kick/ban players who want to spam. Anyone serious about having an all out war with these usually knows what they're doing and know how to limit them selves. However if a gamemode version of this comes, then resources would be a must.
Reasons for resources: 1. It is the first step towards an actual gamemode. 2. It gives a greater purpose to each battle (I've got resource nodes working and battling across the breadth of a huge map like superstruct is epic). 3. Cost is an easy way to balance new or current melons that are by their very nature, simply better than the average melon. 4. Let's say that the server says that it allows fifty melons and a maximum of ten per class. I know that in its current state this is an addon that requires an admin on hand pretty much all the time. Even assuming that an admin is there to enforce the rules and players are trying to be honest, it is annoying to have to count each melon or type of melon. Not only does this waste time, but it also is easy to make mistakes. Giving players 100000 resources and having them build an army is easier for players and admins alike. This being said, I have cost as a server variable. Setting it to 0 results in classic melon spawning.
I need a little help getting barracks to work . I can get one at a time to spawn one color watermelon on click. Is there any way to get them to automaticaly spawn watermelons?
[QUOTE=Lap][Insert Reasons for Resources][/QUOTE] Yeah but I doubt that MegaJohnny would make this addon complex and a good addon. Having resources does sound like a good idea but it kind of drifts towards the "meh" direction. Anyways, If you want an extra kick in melon fighting then add this addon. It is Simple Prop Damage and combined with the "Melon Target Stool" you can make your melons attack and damage all kinds of props. [url]http://forums.facepunchstudios.com/showthread.php?t=562270[/url]
Just wondering, if you made it a gamemode, maybe make maps for it, and in a server (this is the cool part) be able to make allies? So you can play with friends.
If you want I can make some maps for this, if you make this into a gamemode.
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