Warmelons: Outfit battleships with turrets, or form armies of melons.
889 replies, posted
Got some pics of 3 of the new units
Shotgunner
stats
... it's a shotgun.......
very little verticle spread
Same damage per bullet as the fighter (it just depends if the bullets hit)
ability to shoot multiple units (duh)
[img]http://img30.imageshack.us/img30/6672/gmconstruct0009r.jpg[/img]
Light Machinegunner
stats
pretty innaccurate
works GREAT in groups
LAYZORZ
can jump
[img]http://img6.imageshack.us/img6/1426/gmconstruct0031d.jpg[/img]
Sniper
stats
It's a sniper so it's accurate
Can not shoot when at close range
inaccurate when moving at a reasonable speed
shooting has kickback (it pushes the whole warmelon back(will be implementing a parent ability(will work like deploying a bipod/tripod)))
has a LAYZOR tracer
is translucent
[img]http://img16.imageshack.us/img16/7776/gmconstruct0030k.jpg[/img]
FIXES AND SHIT
if you SOMEHOW get killed by a warmelon, it will say what kind it was instead of saying missile turret
umm...
that's it I think
:D
NOTE
all lasers are colored according to team colors.
Sweet! Good to see this is getting some love again.
[QUOTE=Morcam;17345937]Sweet! Good to see this is getting some love again.[/QUOTE]
From what I can tell.
Mega has never stopped working on this.
He just works slowly :D
I on the other hand just pump out new units like a mofo.
OH btw got the sniper's camping system done.
The parent constraint is a bitch with warmelons.
So I just used a constraint.Weld AND camping is toggleable.
Still can't get the trace to accept the world though.
EDIT
Now the tracer accepts the world too :D
[QUOTE=edaem3;17346329]From what I can tell.
Mega has never stopped working on this.
He just works slowly :D
[/QUOTE]
That is true, hes been working on this for as long as i can remember having GMOD10
How do I make it not change maps after like 1 min?
Oh wait, Nevermind :S
it's 2010 now so mega done now? But other wise looks great
You should have a tool to move them cause i cant get them to move
Same problem I bind the key and then when I press the button I hear a click and it doesn't move :(
Someone really needs to do a full revision of Warmelons, it's currently buggy as hell and it was extremely fun.
Needs it's own fretta gamemode, in my opinion.
I got it working only thing I think this needs is A. resources or some way to limit melon making. B. Weakening Light Fighter/Medic because I usually make about 5 barracks' so I can easily do 5 things of fighters and one of medics and I can take out about 10 lasers EASY it's quite overpowered and also plasma isn't work the built time when i can make a flechette and also the heavy flechette guys miss they're target and go past if its melon on melon
And a way to remove all the melons on the map. Because the ones made from barracks can't be undone and need to removed and when theres 50 thats really annoying.
Luxinus, this is very old. Everything you describe can be found in "Warmelons:RTS".
Can someone add a tool for selecting and moving melons instead of using con commands?
[QUOTE=MegaJohnny;11149409]****, 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]
Nice job! I'll love to see the next version but just to keep it simple, can you only have the resource/budget system in the game-mode and otherwise keep it sandbox style?
[QUOTE=delta51fog;26524430]Nice job! I'll love to see the next version but just to keep it simple, can you only have the resource/budget system in the game-mode and otherwise keep it sandbox style?[/QUOTE]
I hope you are blind and cannot see post dates.
[url]http://www.youtube.com/watch?v=-q5Qgp0BgAQ[/url]
Hey, Johnny! I made you a trailer! :D
Just tested this out. Real cool, dude.
If you do make a gamemode, you should add some sort of recourse, so people don't just spam thousands of melons. That, and more types of structures, instead of only a barracks.
[editline]21st December 2010[/editline]
Oh wait, those were already suggested! Mah bawd.
[editline]21st December 2010[/editline]
... Then again, you asked opinions on the budget system.
I'd say some sort of mines or something. :smith:
Eh... more detailed?
With more structures, if you make this in the game mode, you should make a few maps have 'mines', and make 'miner melons,' that take 'budget/recourse' items from the mines back to a barracks or new building, like a 'storehouse'. Make the mines unlimited, because I bet a game like this may last a while. In later versions, possibly more than one recourse. Food/Units, like you said, come with new buildings, and then, of course, you get the minerals that have already been suggested.
Thats my suggestion.
[editline]21st December 2010[/editline]
God damnit. I keep thinking of things when I post.
As in, when you make a few maps, I mean, take existing maps and code it into the gamemode, and try and get a mapper to make custom maps for said game mode. I'd certaintly play them.
could you msg me a link please?
my mom wont buy gmod for me so i cant get it from garrysmod.org,
and war melons rts wont work for me
please? :D
[highlight](User was permabanned for this post ("Pirated Gmod" - Ninja101))[/highlight]
Sorry, you need to Log In to post a reply to this thread.