• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
I was about to complain about the needing of RD2 for mining, but actually that Farm idea sounds really good. I wouldn't mind needing to farm melons, as long as you don't throw in spawnpoints and the like. A Farm would be a spawnpoint, a mine, and a energy core all in one. As well as being funny. "According to my Radar Hud, the central core should be... HERE!" *big blast door slowly opens to reveal a energy field with wires leading into it, and a choir starts to sing ominously* "I can disable the field..." *Forcefield disappears to reveal... A FARM!!!*
[QUOTE=MegaJohnny]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][/QUOTE] O M G BBQ BARRACKS WORZ0R! I have a slight problem with spawning medics - most of the time they listen to the barracks order, try to follow it for a second, and then stop for no reason (out of fuel?). When i try to order them, they don't move. Funnily enough, they started listening when i tried to move them after a while. Might be the lag, my crappy pc, or something, but i thougt you'd like to know. (Also plasma melons sometimes refuse to move, the rest is obedient though)
Both flechette melons and barracks spawn under what I think is team 0 (white) when you duplicate them. Could you make the slider span to team 0 aswell? A 5th side would be nice.
[QUOTE=Balduran]ZOMG BBQ BARRACKS WORZ0R! I have a slight problem with spawning medics - most of the time they listen to the barracks order, try to follow it for a second, and then stop for no reason (out of fuel?). When i try to order them, they don't move. Funnily enough, they started listening when i tried to move them after a while. Might be the lag, my crappy pc, or something, but i thougt you'd like to know. (Also plasma melons sometimes refuse to move, the rest is obedient though)[/QUOTE] I've noticed those problems as well. The rollermine and helibomb models aren't very good at rolling with a small force. Sometimes they just get stuck. I was thinking I might give the melons a constant air resistance force, and increase the moving force as well. I think that might work. The medic is coded slightly differently to the standard combat melons, so that might be the cause of the stubborn attitude. [b]Edit:[/b] [QUOTE=HellBring]Both flechette melons and barracks spawn under what I think is team 0 (white) when you duplicate them. Could you make the slider span to team 0 aswell? A 5th side would be nice.[/QUOTE] Shit, I forgot to add duplicator support for those. I'll get to it. Also how would you guys like a team changing stool? So that if you duplicate an armed battleship, you can change the team of the copy and have them fight.
A team-changing stool should be lovely. As long as you can only use it on your own melons :keke: .
[QUOTE=tepholman]A team-changing stool should be lovely. As long as you can only use it on your own melons :keke: .[/QUOTE] What, no automated STool turrets on targeting towers to make an enemy fleet become your own?
You could have a farm, farmer melons and melon fields... The farm would be your "Spawnpoint" and the melon fields would be where your farmer melons would collect raw melons from. They would carry the melons to an extractor (Build in the farm) Which would give you melon juice.. I just want to see the action.. Not just watch the money raise because of something which appears to be happening magically :/
I agree with Mu ha ha, but get rid of the Farm bit, just have the Melon Fields, Extractor, and Farmer Melons.
I would also like to see that you wouldn't use a STool to make melons, rather use barracks which can produce different kinds of melons. I would also like to see buildings with more than one prop :)
[QUOTE=mu ha ha]I would also like to see that you wouldn't use a STool to make melons, rather use barracks which can produce different kinds of melons. I would also like to see buildings with more than one prop :)[/QUOTE] What? The barracks is already here. The stools are there if you want to arm a contraption or just play around with the melons or something.
I think instead of targetting each individuel melon with the team changer, you can make it either select a spherical area around where you click, then reload to change their team. (right click would be to change individual ones, so you can change them in close proximity to eachother. (it would work kinda like smart weld, where you select the melons, then "reload" to switch the selected melon's teams))
I like the stools part for quick and easy battles, etc. I like mua ha ha's idea about the farm. Just a little more simple. Melon Field: Grows raw melons Melon Farmer: Goes to each one and picks them and puts them into a storage or just the barracks. Barracks can only produce depending on number of melons you have. Some units take more than one melon to produce. Sounds simple enough. Melon selecting is still very finicky. Sometimes you select them and sometimes you don't. I really do miss the old Command Stool because it was just point and click. All it really needed was just a few tweaks and a few other accessible commands.
[QUOTE=MegaJohnny]What? The barracks is already here. The stools are there if you want to arm a contraption or just play around with the melons or something.[/QUOTE] What I meant was more of a RTS like barrack. You select it and a menu will pop up with various units which you can make it produce. When you click a melon, it will produce that kind of melon the same amount of times you clicked the button. (Like in Company of Heroes or almost any other RTS)
[QUOTE=MegaJohnny] Also how would you guys like a team changing stool? So that if you duplicate an armed battleship, you can change the team of the copy and have them fight.[/QUOTE] I totally want that. But you'll need a 'hold fire' order of a sort so the that the melons won't destroy each other before you're done. Right now 90% of the dupes is Team 1 becuase everyone forgets to change it and stuff. Pie_Lord - That would be too complicated imho. Mu ha ha - It actually works that way right now... It just doesen't pop a menu up. Just wondering - would it be too much of a problem (work or performance wise) to make the 'selection sphere' visible in one way or another? it would save a lot of trouble
You're far better off simply making hulls and working vehicles, and then outfitting them with melons after duping.
[QUOTE=Lap]You're far better off simply making hulls and working vehicles, and then outfitting them with melons after duping.[/QUOTE] Probably, but do you really want to do that each time? I mean, if you want to make an armada right fking now, then what? You have to give every one of them cannons, and that's quite tiresome. (Try duping one bigger hull and equip it with stuff, it probably will be a bit boring/tiring already, now spawn 8 of those) EDIT. Xystus234 - I have phx3 and it's fine for me :|
***BUG*** I don't know if this has been posted before, but the plasma cannon melon, when used with PHX3, has the model of a bomb for it instead of the typical large melon model. I have an old version so I'm not sure if this has been changed or not.
[QUOTE=MegaJohnny]Also how would you guys like a team changing stool? So that if you duplicate an armed battleship, you can change the team of the copy and have them fight.[/QUOTE] Very much so. But ofcourse it'd have to be a selection and then change all at one time, for the obvious reason that they'd tear each other to peices if you change them one at a time. Could we also have a toggle for AI on/off?
Just for the selection, Can you make it so that a sphere is drawn? That would make selecting much easier.
[QUOTE=Aethir]Just for the selection, Can you make it so that a sphere is drawn? That would make selecting much easier.[/QUOTE] Yeah, I've suggested that to MegaJohnny too. He will probably do it when he gets around to it.
I have a suggestion, I liked the ordering Stool and found it easy to use so maybe you could have the sphere selection and the Stool selection.
Why bother with another STool? Alias the keys to the left and right mouse buttons or something.
[QUOTE=Beneathe]Yeah, I've suggested that to MegaJohnny too. He will probably do it when he gets around to it.[/QUOTE] I've been looking at doing this forever. Seems like it'd be a huge pain in the ass to do. Problem 1: Making it clientside only. Problem 2: Actually making it expand and contract at the exact right magnitude, which I think is really a trial and error thing. Problem 3: Isn't FindInSphere() still bugged? I know the Ssassilization team got it working, but those people are a bit too selfish to help others. Needless to say if I ever get it working I'll throw over the code. [quote]I don't like Warmelon:RTS, because there is a difference between "realistic" and "needlessly complex"[/quote] I don't really think melons firing weapons is realistic. It's as complex as you want it to be. Just place a few capture points and spawn a spawnpoint. If you can't handle that you'll never be able to handle it when Johnny get's his proposed mount/hardpoint system for vehicles working. [url]http://forums.facepunchstudios.com/showpost.php?p=10649056&postcount=705[/url]
The barrack range doesn't work. Is anyone else having this problem
Sorry it's been a while since I posted. When I brought up the idea of a "vehicle" I meant something that wouldn’t move much, but would just give a small amount of protection to the melon inside, and give the melon a little more firepower. Or a stationary gun, which would simply improve firepower, or a sniping tower which would make melons shooting at the melon inside harder to hit, but the melon on the sniper tower has a smaller chance of hitting. Maybe even a Mellon Vehicle type thing, where the melon inside couldn’t shoot, but takes no damage from falls/fast movement (I need these for small water battles with speed boats.
[QUOTE=oh bee one]Sorry it's been a while since I posted. When I brought up the idea of a "vehicle" I meant something that wouldn’t move much, but would just give a small amount of protection to the melon inside, and give the melon a little more firepower. Or a stationary gun, which would simply improve firepower, or a sniping tower which would make melons shooting at the melon inside harder to hit, but the melon on the sniper tower has a smaller chance of hitting. Maybe even a Mellon Vehicle type thing, where the melon inside couldn’t shoot, but takes no damage from falls/fast movement (I need these for small water battles with speed boats.[/QUOTE] Well, MegaJohnny was coming up with an idea of vehicles to where, lets say the locker model. A melon would be safely secured inside the locker, as a tank. I was figuring the tank can't work without a melon inside, giving it the vehicle concept. Also, MegaJohnny, the Dark Matter Cannon I made, having a vortex sucking in melons inside the radius is a great idea, but I don't know how to do that at the moment. Currently the custom melons I made simply fire explosive projectiles, become suicidal in a group of enemies, or have balanced attack damage over attack speed. For anyone else trying to make something of this mod, Good luck. :)
[QUOTE=Beneathe]Well, MegaJohnny was coming up with an idea of vehicles to where, lets say the locker model. A melon would be safely secured inside the locker, as a tank. I was figuring the tank can't work without a melon inside, giving it the vehicle concept.[/QUOTE] I have this working with an APC (not as a drivable vehicle) and I'll probably have that out soon. [QUOTE]Also, MegaJohnny, the Dark Matter Cannon I made, having a vortex sucking in melons inside the radius is a great idea, but I don't know how to do that at the moment.[/quote] I think I can help you with that. I'd also like to thank you for making all the WarMelons maps. We've been having a lot of fun with them so far. Would you be interested in working with me and making some more?
[QUOTE=Lap]I have this working with an APC (not as a drivable vehicle) and I'll probably have that out soon. I think I can help you with that. I'd also like to thank you for making all the WarMelons maps. We've been having a lot of fun with them so far. Would you be interested in working with me and making some more?[/QUOTE] I pitted pikimin against a small army of melons... It was a battle worthy of drink and song! A vehicle modification would be neat! I had this idea where you would have warmelon entities that were pre-assembled vehicle pieces and the warmelons served as the "guns" and "engine" So you would spawn several parts say a tank chassis a tank turret and 4 tires. When you take a melon up to the chassis it atuomaticly becomes the engine or a turret depending on its type. It would take quite a bit of work but I think it could be done...
If you have any servers with this mod up, it would be helpful to put up a gamemontor.com or something.
Just start your own, it's not that hard if you have a good comp.
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