• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
Fuck, I FINALLY fixed the barracks. Took a matter of months but it feels fucking good. Now I can work on resources, frigates, all that kind of thing. So I'm going to ask you guys, what do you want the resource system to be like? I was personally thinking you'd have a Budget system, whereby a light fighter would cost 1 unit, a fighter would cost 2-3, and a medic would cost maybe 8-9. The difference is when a melon gets destroyed you get refunded the resources for it. So to spend 10 Budget, you might have 8 light fighters and a fighter. Or 2 plasma cannons, if they're 5 each. For getting more resources you'd maybe have a layout of control points (like in TF2) that you send units to capture. Then it converts it to your team affiliation, and the maximum Budget for that team's barracks increases. This is just my idea, so suggest your own by all means. As long as it doesn't have anything to do with RD2. So after fixing the barracks I tested it by having barracks fortwars with DarkWarior. It was mad fun. Video's uploading.
This was a thriumph. I'm making a note here: HUGE SUCCES :D And the warmelons addon should always go in thea ddons folder.
Video's done. [media]http://www.youtube.com/watch?v=YL1RraLcydc[/media]
I got owned D:
[QUOTE=MegaJohnny]Fuck, I FINALLY fixed the barracks. Took a matter of months but it feels fucking good. Now I can work on resources, frigates, all that kind of thing. So I'm going to ask you guys, what do you want the resource system to be like? I was personally thinking you'd have a Budget system, whereby a light fighter would cost 1 unit, a fighter would cost 2-3, and a medic would cost maybe 8-9. The difference is when a melon gets destroyed you get refunded the resources for it. So to spend 10 Budget, you might have 8 light fighters and a fighter. Or 2 plasma cannons, if they're 5 each. For getting more resources you'd maybe have a layout of control points (like in TF2) that you send units to capture. Then it converts it to your team affiliation, and the maximum Budget for that team's barracks increases. This is just my idea, so suggest your own by all means. As long as it doesn't have anything to do with RD2. So after fixing the barracks I tested it by having barracks fortwars with DarkWarior. It was mad fun. Video's uploading.[/QUOTE] Cool :D IMO there should be one resource (Melonade?), maybe it could be sorta harvested by one type of melons, or generated in bases (That you should protect then by all means possible), something RTS style. As for refunding - if you implement a resource generation idea, you could get 50% of every destroyed enemy melon (But then the minimal cost would have to be 2 to make sense), except maybe order cores (Which shouldn't refund the enemy. Never played TF2 though... but the budget idea seems plausible (Although it would force you to capture stuff and establish bases)
If you're going to make this into a true RTS style addon, you'll want to make generation amounts HIGH, costs HIGH, and multiple amouts of resources. For now, stick with medium amounts of 1 resource and make the melons low costs. And put in a server cvar for turning costs on and off, I mean what's wrong with a kill fest the size of flatgrass with 6 opponents? That would be a shitload of fun!
The battle was actually pretty even.
Just did some 3-man FFAs, all damn fun to play. None of the units seem overpowered at this point. Couple of additions I've made, besides fixing the barracks. If you hold down the sprint key while giving a wmorder, the selected melons will follow whatever you're looking at. And if you hold down the walk key while giving a wmorder the melons will target and attack whatever you're looking at. Even if that's a friendly unit, or just a random prop or something. There are still a few bugs - the hold-walk-key-to-attack thing only works about half the time I give the order, and if you try and queue up a melon while the barracks has hit the melon limit, you'll get an error. So that'll need fixing. I'm going to try and learn some Derma, so that I can make a dynamic all-in-one system for queueing up units for any factory. Using the context menu system, I'd have to have a single context menu for every different kind of factory, and that sounds rather clunky. Speaking of which, I've been thinking about buildings and whatever. 'Prefab' building melons, that instead of building remotely, you 'unpack' them into buildings, which takes time, and destroys the original melon. And I'll probably use a more standard resource system, rather than the control point thing. Like seed mines, that you build melon farms over with the construction kit melons. And defense towers, shipyards, more barracks, whatever.
[QUOTE=MegaJohnny] And I'll probably use a more standard resource system, rather than the control point thing. Like seed mines, that you build melon farms over with the construction kit melons. And defense towers, shipyards, more barracks, whatever.[/QUOTE] Speaking of shipyards... You could make the wmorder and +wmselect hit water (or make it toggleable at least, whatever). Right now making naval battle is hell because you have to target the land under them, which is QUITE difficult on most water maps (Try doing it on gm_tropicalwaters :| ) Oh, and btw - where is the laser material from? Portal?
[QUOTE=Balduran]Speaking of shipyards... You could make the wmorder and +wmselect hit water (or make it toggleable at least, whatever). Right now making naval battle is hell because you have to target the land under them, which is QUITE difficult on most water maps (Try doing it on gm_tropicalwaters :| ) Oh, and btw - where is the laser material from? Portal?[/QUOTE] I don't actually know where the laser came from, but I think it's the scanning laser from Mossman's lab airlocks. The water idea is good, I'll look into it. I'll see how the Wire ranger did it, because you can toggle the trace hitting the water on that as well.
This is a good mod, but I've noticed a few problems, whenever I'm having 7 or more barracks making melons, only 6 work then they all break, it was an error referring to the lua code "Delay".
[QUOTE=MegaJohnny]I don't actually know where the laser came from, but I think it's the scanning laser from Mossman's lab airlocks. The water idea is good, I'll look into it. I'll see how the Wire ranger did it, because you can toggle the trace hitting the water on that as well.[/QUOTE] Yay. Could you change the laser texture to something basic? You could use that red laser material from HL2 and make the color addjustable like in the trails stool (Like... Red melons shoot red lasers, blue shoot blue etc)
[QUOTE=Killer_Steel]This is a good mod, but I've noticed a few problems, whenever I'm having 7 or more barracks making melons, only 6 work then they all break, it was an error referring to the lua code "Delay".[/QUOTE] Yeah, I've just cracked that problem a few days ago. For some reason if the queue changed on one barracks, it changed on all of them, or somtehing like that. There are still kinks in the barracks I think, but at least it works well enough to do come competent barracks wars. [b]Edit:[/b] [QUOTE=Balduran]Yay. Could you change the laser texture to something basic? You could use that red laser material from HL2 and make the color addjustable like in the trails stool (Like... Red melons shoot red lasers, blue shoot blue etc)[/QUOTE] I'll have to see if you can change the colour of an env_laser. You probably can. I'll just look at it on the Valve wiki. If I can, I'll definitely put it in.
I'm so glad this mod is alive again. Just a suggestion to make life easier for spawning melons from tools, is rather than have a seperate tool for all the melons, could you have just one tool with a dropdown list for all the different classes, then the team bar and tickboxes under that?
I like the War melons but The barracks won't work for me at all. Anything I do wrong?
[QUOTE=Codor]I like the War melons but The barracks won't work for me at all. Anything I do wrong?[/QUOTE] The same is happening to me! :{
[QUOTE=Jake_louston]The same is happening to me! :{[/QUOTE] It seems as though there is one person, even on this page, who actually discovered the secret of getting the barracks to work. Unfortunately, he didn't feel inclined to share that secret. :( Anyone care to enlighten the world with a little more detailed instructions..? [b]Edit:[/b] I would also like to note that I ABSOLUTELY LOVE THIS ADD-ON. Being a war-monger has never been so entertaining. :D
[QUOTE=Strength]It seems as though there is one person, even on this page, who actually discovered the secret of getting the barracks to work. Unfortunately, he didn't feel inclined to share that secret. :( Anyone care to enlighten the world with a little more detailed instructions..? [b]Edit:[/b] I would also like to note that I ABSOLUTELY LOVE THIS ADD-ON. Being a war-monger has never been so entertaining. :D[/QUOTE] Well what sucks is that when I first got the addon (last night) the barracks was the first thing I did but I don't remember how I got it to work :( [b]Edit:[/b] But other than that this addon is so much fun! [b]Dubble Edit:[/b] Holy shit! I got it to work! You need to have the barracks selected and then go to barracks control then hit a few stuff then you will hear the armor recharge sound and then it works!!!
[QUOTE=Jake_louston][b]Dubble Edit:[/b] Holy shit! I got it to work! You need to have the barracks selected and then go to barracks control then hit a few stuff then you will hear the armor recharge sound and then it works!!![/QUOTE] Congratulations for discovering something that is in the OP.
Wierd... When I try to spawn some Warmelons, it says 'Too far away from spawn point.' What's a spawn point? I don't see it on the menu...
[QUOTE=HALP Cat]Congratulations for discovering something that is in the OP.[/QUOTE] Ehh.. I do what I can.
I wish they had servers of melonwars... *sigh*
[QUOTE=Skcorps]Wierd... When I try to spawn some Warmelons, it says 'Too far away from spawn point.' What's a spawn point? I don't see it on the menu...[/QUOTE] If you have anything to ask about WM:RTS, post it in the WM:RTS thread. They'll be able to help you better.
Stupid question, how do I install it?
So here's a polish/fix update, 11.5. For one I changed the folder name to Warmelons, so delete the Armies folder in your addons folder before you install. Changes include (but probably aren't limited to): - Light fighters and lasermelons have team coloured lasers - Fixed barracks sharing their queues (leading to malfunction) - Fixed the barracks not starting to build again if the sum of the active melons and the queued melons reaches the maximum active melons - Lasermelon draws sparks at the start/end of the laser - Flechette melon has less range and moves more slowly - Barracks has a wireframe preview of the next melon to be spawned (not team-coloured, as that would cause it to camoflauge against the barracks at the wrong angle) - Holding shift and alt while giving melons a move order will make them follow or attack the entity you point at respectively. Pointing at the ground while giving an order will stop them following things. Get it here. [url=http://www.garrysmod.org/downloads/?a=view&id=48927][img]http://www.garrysmod.org/img/?t=dll&id=48927[/img][/url]
Hey, Johnny :keke: . WAAAA I BROKE MY PROPANE CANNON
Woot!! So awesome! :D
Here is what I think should be done: Make a new WarMelon, the Builder Melon. When a barrack/warmelon is first spawned, it will appear as a crate. Builder melons have to go near it and they will automatically start building (maybe with some effects?). When the construction is finished, the crate will get destroyed and the fully functional unit will spawn. The barracks will create units without them being boxed, obiviously. But, in order to build stuff, you have to get MelonJuice. MelonJuice is the basic and only resource you will have. You can gain it by placing MelonExtractors on the ground or in the water, and based on how much terrain near them is free of obstacles, will give you a costant income. Watery MelonExtractors give much more MelonJuice. Example: I start out my base by creating a [i]WarMelon[/i] builder. Then I proceed placing two [i]MelonExtractor[/i]s, one inside a closet, and the other in a flat grass area, and send my builder to uncrate them. The [i]MelonExtractor[/i] inside the closet will provide much less [i]MelonJuice[/i] than the one in the open space, because it has less area to extract the juice from. Then I proceed making a barracks, etc etc.
I am indeed much pleased by this update. I don't like Warmelon:RTS, because there is a difference between "realistic" and "needlessly complex" :ninja: . But could you please make a Bomb Melon and a Kamikaze Melon? The Kamikaze melon, when near a team, flies at them and blows up, and the bomb is just a melon prop that blows up when moved near another team. Then it would be better than RTS!
Oh and I forgot to mention, exploding warmelons don't set shit on fire anymore (but still do the same amount of blast damage). The kamikaze sounds like a good opportunity for some humour. Maybe when it gets near to an enemy it should scream and leap in the air, then explode at the next collision. The explosion would be pretty weak and not set shit on fire, obviously. The extractors + resources I will try and implement at some point, but I'd rather there were melon plants that you build melon farms/seed extractors near for resources rather than open space. At the moment I'm sort of torn between a conventional resource system and the budget/refund system.
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