• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
[QUOTE=Fire and Ice]We don't need 500000 addons to a simple mod.[/QUOTE] but it would be cool if they got better weapons and stuff or if you could change the models so it could look like an f-16 or something
I definetly like this mod; doesn't use too many resources, it's very simplistic, but also quite fun. This forum needs more people like you :)
[QUOTE=J0hAnN48]but it would be cool if they got better weapons and stuff or if you could change the models so it could look like an f-16 or something[/QUOTE] If you mean replace it with with an F16 model for a fighter jet, the melons don't tell themselves to change direction. If you put an F16 model from that, it'd be rotating freely and probably not facing the direction it's moving in. Also, the next version will include a medic and a cannon. I'll need to make the cannon a little weaker before I release it, at the moment it can destroy a melon/crate in 2 hits, which is somewhat overpowered.
[QUOTE=J0hAnN48]but it would be cool if they got better weapons and stuff or if you could change the models so it could look like an f-16 or something[/QUOTE] I personally vote for keeping this mod simple. A lot of addons people make suffer from overcomplication. The most complicated I would want to see this mod is as a collection of turrets (ie the current melons with modified weaponry) and maybe some nifty little gadgets like the "medic", a decoy melon to absorb damage, or a non-firing melon that attracts toward other melons over longer ranges (used to point turrets and such).
I absolutely love how openended this is. I really want to make a jihad melon, what do you use for checking for the enemies?
[QUOTE=Sh33p]I absolutely love how openended this is. I really want to make a jihad melon, what do you use for checking for the enemies?[/QUOTE] Well, the current target can always be referenced as self.Target (provided it has a target, else it will default to nil). I suppose you'd check for the target in PhysicsCollide. In the version after the one currently in progress, I'll add in a suicide bomber - unless of course you want to make one yourself.
Needs directional melons.
[QUOTE=scout2]Needs directional melons.[/QUOTE] What do you mean by that Also Alpha 3 is out. Download the new version from Garrysmod.org through the link in the OP.I know the medics have no visible or audible indicator for when they heal things, but when I know more about the particle system I'll add some cheap-o bursts of sprites when something gets healed.
This mod is so nice :) i'll post if i come up with any ideas. The force thing seems not to be working, or working very little :P what do i do work?
What are you testing the moving on, the cannons or the melons?
[QUOTE=MegaJohnny]What are you testing the moving on, the cannons or the melons?[/QUOTE] Fighters :) Edit: Seem like they move now, but very very slow. maybe a speed feature would be mice. or could it be my hoverballs ?
Hmm. Perhaps if I am not lazy again, I will work on the healing sprite. Should be rather simple. Just a large sprite that pops from the healer for a second, and dissapears. EDIT: Ah bugger, what am I doing wrong here? # render.SetMaterial(( "sprites/blueglow1" ) ) # render.DrawSprite( self.GetPos(), 6, 6,(255, 255, 255, 255) )
can you please add range changer ?
Edit the script. It is not that hard.
Hahha my try of editing didn't work so well, but I will try again just for kicks. Lemme grab the Alpha 3 first though, I still have the first version. :excited: By the way, nice job in making a :krad: mod that everyone likes. I agree with elevator, keep it simple.
This is a very cool mod, this is actually the kind of things I like to see made out of prop's, the mini wars you can look down and command upon. That's why I was such a big fan of Junk Empires and Sazzilization. Might I suggest adding Ground Related units and Power Systems, almost like a mini life support for ships.
I'm not sure what is wrong but in alpha 3 the melons move extremely slow. Then after that they moved so slow I couldn't tell whether or not they were floating or moving. Really good mod though.
I didn't notice a difference. Maybe I just like slow melons?
I have a kamikaze melon in the works. For now it doesn't move, which is sort of necessary, but it works otherwise. Update in a few minutes once I fix the problem. Also, I need to balance out the distance and damage of the explosion.
How do you get them to move on their own? I think I did something wrong, because they wouldn't. I unchecked Gravity, and left "move toward target" or whatever checked.
I'm getting errors from the medic melons. It can't index global angle. Also, I think i'll use ent.Touch rather than physicscollide, I'm not too good at Lua and the physcollide example isn't helpful in this context.
[QUOTE=All4n]Fighters :) Edit: Seem like they move now, but very very slow. maybe a speed feature would be mice. or could it be my hoverballs ?[/QUOTE] Well, the generic warmelons move pretty slowly across the ground, so if your contraptions have hoverballs, the air resistance will most likely make them very slow. So yeah, I'll add in force amount changer to the next one. [b]Edit:[/b] [QUOTE=Sh33p]I'm getting errors from the medic melons. It can't index global angle. Also, I think i'll use ent.Touch rather than physicscollide, I'm not too good at Lua and the physcollide example isn't helpful in this context.[/QUOTE] Touch is fine as well, but in PhysicsCollide (data, physobj) you can reference the entity you collided with as data.Entity, I think. [b]Edit:[/b] [QUOTE=Shadow25]I personally vote for keeping this mod simple. A lot of addons people make suffer from overcomplication. The most complicated I would want to see this mod is as a collection of turrets (ie the current melons with modified weaponry) and maybe some nifty little gadgets like the "medic", a decoy melon to absorb damage, or a non-firing melon that attracts toward other melons over longer ranges (used to point turrets and such).[/QUOTE] Yeah, that's what I'm shooting for at the moment. An arrangement of battleship turrets. I made the GCombat supplier because I was sick and tired of having to make all this Tiberium crap (which while a good addon is damn complicated) just to refill my weapons.
Yay! My jihad melons are done! I just need to patch up a few things and I'm ready for public testing! When you undo the melons, how do you stop it from going "undone_#thing"? Also, the explosions might be a little too powerful. Exciting and fun, but powerful. Johnny, if you don't mind, I'll upload what I have so far.
[QUOTE=Sh33p]Yay! My jihad melons are done! I just need to patch up a few things and I'm ready for public testing! When you undo the melons, how do you stop it from going "undone_#thing"? Also, the explosions might be a little too powerful. Exciting and fun, but powerful.[/QUOTE] I'm not sure that you can get rid of the notification completely. I don't think it's possible, but I don't know for sure. As for the explosions, do you mean when a melon dies? Or the damage of a cannon round? Also I need feedback on these cannons, people. Next up I'll probably add in a laser burster melon. [b]Edit:[/b] [QUOTE=Sh33p]Yay! My jihad melons are done! I just need to patch up a few things and I'm ready for public testing! When you undo the melons, how do you stop it from going "undone_#thing"? Also, the explosions might be a little too powerful. Exciting and fun, but powerful. Johnny, if you don't mind, I'll upload what I have so far.[/QUOTE] And sure, go ahead. It'll be interesting to see what you've come up with.
[url=http://www.garrysmod.org/downloads/?a=view&id=28600][img]http://www.garrysmod.org/img/?t=dll&id=28600[/img][/url] There we go, should work, tell me what you think of it. The code is quite sloppy. Also, your cannons seem to be working fine, your medics don't work, they're having angle problems.
That is soo sweet.
Which part? Ooh! 3 downloads!
Ok this is quite possibly the most awesome addon I've ever seen for gmod. Ever. Downloaded it and playing about with it now, great work :D
This is made of Win. Good job.
Ok heres some bugs. When you put force on a medic it spams this error [code]entties/johnny_medic/init.lua:54: attempt to index global 'angle' (a nil value)[/code] When you dupe a cannon it becomes a fighter of the same team, and when you dupe a medic it becomes the white team. Setting force on a medic make them have a lot more health(maybe there healing themselves) Suggestions: make the medic and the melon its healing glow, or maybe have a sparkly effect between the 2 so you know its working and what melon its working on.
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