• Warmelons: Outfit battleships with turrets, or form armies of melons.
    889 replies, posted
HeHe something I found was fun was using a small sheild from the stargate mod pack on bases and giving it a small generator for powering it from RD it deflects the missiles and melons and such but the fighters can still shoot through it which keeps it balanced ... ahh fun times.
Thank you.
[QUOTE=Stig Golden]That is absolutely awesome but if you weld it to a prop, a crate say, and you select moving will it be able to carry the weight or will it sink?If it can't carry the weight how do I make it "fly".[/QUOTE] It'll sink. The melon doesn't know it's attached to the crate, and so it won't know that it has to push harder. If you want it to stay airborne, you could turn gravity off for the melon and the prop (Unpress the gravity toggle button in the Physical Properties stool) and gravity won't pull the crate down any more.
Feel free to add a link to my ones in the main post, would be helpful for those who don't want to read the whole thread.
Will the up coming release have a toggle switch? Everytime I spawn a fleet the other fleet kills them faster than I spawn them.
[QUOTE=JOHNCANDY12]Will the up coming release have a toggle switch? Everytime I spawn a fleet the other fleet kills them faster than I spawn them.[/QUOTE] Unfortunately not. I don't want to promise too many features in the new release, because I know it would only take way too long to come out or only have half the features I had promised.
[QUOTE=MegaJohnny]Unfortunately not. I don't want to promise too many features in the new release, because I know it would only take way too long to come out or only have half the features I had promised.[/QUOTE] True.
Now I want to learn lua and make my own melons D: To the wiki!
I'll recatergorize my melons in a new release.
I had an idea why not make them some sort of grenade type thing if it is under fire after a couple of seconds and it can`t fire back.
Cow thing's ideas inspired me on this one, rather than have 3 different mellons what about infantry classes? like a flamethrower mellon that shoots flames at an enemy or a machineguner mellon with a high rate of fire and slightly reduced accuracy. Perhaps have mellon body armor, a skin over the mellon with a bullet proof vest shape which gives them much more health.
I have an idea, maybe you could make a barracks to spawn 1 fighter melon each 10 seconds until a certain number of melons are reached. the barracks should be destructible too.
[QUOTE=Mexinugget03]Cow thing's ideas inspired me on this one, rather than have 3 different mellons what about infantry classes? like a flamethrower mellon that shoots flames at an enemy or a machineguner mellon with a high rate of fire and slightly reduced accuracy. Perhaps have mellon body armor, a skin over the mellon with a bullet proof vest shape which gives them much more health.[/QUOTE] A machine gunner is something I've been pondering for a while now, but it'd have to be focused towards them being powerful, as a lot of machine gunners at once can get pretty laggy. Also, I've made a bit of a breakthrough with regards to making new classes, and making sure they stay up to date. I've made a base class for the warmelons, which contains all the more complicated code in the class. Thanks to this new base class, you can define all the properties of your warmelon, and all you have to define is what to do when you attack. For example, here is the standard melon, rebuilt and using the base class: [lua]include("shared.lua"); AddCSLuaFile("cl_init.lua"); AddCSLuaFile("shared.lua"); -- Setting up all the different properties of our melon. ENT.Delay = 0.7; ENT.Healthlol = 50; ENT.FiringRange = 700; ENT.MovingRange = 1000; ENT.DeathRadius = 50; ENT.DeathMagnitude = 10; ENT.MovingForce = 250; ENT.MelonModel = "models/props_junk/watermelon01.mdl"; -- Now we tell the base class to set up the melon. Pay attention - the variables must be defined BEFORE calling Setup(). function ENT:Initialize() self:Setup(); end Sound ("Weapon_P90.Single"); --What to do when we've found a target, and we've got the goahead to start attacking function ENT:Attack() local angle = self.Target:GetPos() - self.Entity:GetPos(); local bullet = {}; bullet.Num = 1; bullet.Src = self.Entity:GetPos(); bullet.Dir = angle:Normalize(); bullet.Spread = Vector (0.06, 0.06, 0.06); bullet.Tracer = 1; bullet.Force = 0; bullet.Damage = 4; bullet.TracerName = "AR2Tracer"; self.Entity:FireBullets (bullet); local fx = EffectData(); fx:SetOrigin(self.Entity:GetPos()); fx:SetAngle(angle:Angle()); fx:SetScale(1.5); util.Effect("MuzzleEffect", fx); self.Entity:EmitSound("Weapon_P90.Single", 100, 100); end --Any other code you want to tag on to the end of the think function. function ENT:OtherThoughts() end [/lua] Not as complicated as the original, is it? It also means that if I make a change to the base class, it changes all the classes it uses. So if I want to make a more fundamental change to the melons, I only have to change things in the base class. Expect the current melons to be converted to use the new base in the next version, but don't worry about having to update your custom melons. You can change them in your own time.
Nice. Thanks for thinking to organize things nicely to allow for addons. I've already made a set of other melons: shotgun, machinegun, and a damage absorber (which makes contruction and fighting a lot more interesting). Awesome addon. I've had a lot of fun with it, both in singleplayer and multiplayer.
I have come up with a pack for the time being for the ones who don't feel like coding or don't know how to. This pack contains shotgun,fightar(untouched),cannon(also untouched),medic,and my working version of the jihad melon. The jihad melon has increased speed and explodes with in 3ft of an enemy. This will be removed after this kick ass mod is finished or updated.
I think sniper melons would be a cool idea! Increased Range and damage, but slow reload rate!
Sniper melons? They would be too powerful though. Unless there is a health raiser in the stool menu the melons would die instantly. The melons health is only 50 unless you mean raise it to something like 40 or 25
This may make me sound like a fool, but I downloaded the latest one and I put it in my garrysmod/garrysmod/addons directory and it seems to do nothing. I've installed this in G-Mod 10 (Not G-Mod 2007) and it doesn't work. Is it a STOOL? Help! EDIT: Oh shit... is it an ENT? EDIT2: Never mind, I reinstalled it in the garrysmod/garrysmod dir. and it worked.
I love this mod. I'd like to join your Lua coding, like a "Team". I have thought for some classes, also it doesn't only have to be just ships, it could be bases made out of crates or other wood props. This has a lot of potential of becoming a gamemode, like, a map where its divided into several rooms and an arena, and each player has 3 minutes to build a ship in under 20 boxes, 10 fighters, and 3 cannons. Then they can watch from the stands and control their ship as they battle it out to the last fighter melon standing, or make a twist to blow up a gas tank inside the ship to lose. Some Idea Classes: Ground Infantry Style Classes: (Also by the way, make melons roll around on the ground to simulate movement, and they can draw closer to the enemy when in the field of view, and start firing) Grenadier - Like the cannon, except the explosion is delayed, and the projectile has physics, it also fires a little bit higher and with less force. Sniper - A long range, but extremely slow reload rate but deadly damage. Rifleman - A little bit slower firing, but better accuracy and damage. Rocket Launcher - Has Recoil, and a slow reload rate, but fires an RPG rocket that has pretty low accuracy. Ninja - Quickly moves torwards enemy melons, and when touched it has a 1 of 2 chance every second to kill the enemy melon. Weak health Suicide Bomber Melon - Like ninja, but explodes, and when shot explodes same way. Ship Style Classes: Heat Seeker - Like Malawars heat seeking launcher, but very slow reload rate and targets thrusters/hoverballs of a ship. Shield Generator - Any wood props/melons in its radius will gain a health boost, rather than being Healed. Machine Gunner - Rapid fire, but weaker and lower accuracy sacrificed for a fast rate of fire. Laser - Emits a temporary but low damage laser beamed directly at enemy warmelons Please integrate this with a mini life support/CDS style system. That would be epic to have ammo and GCOMBAT.
Remember what he said. He can't take every request or it would make it an even longer wait to release it. Yet, if you ask another coder or you know how to give it a try. Also, the life support system idea is a little complicated, but he might do it who knows.
I was pondering the idea of a base for the sents last night I'll update my ones today and fix them. EDIT: Johncandy, I had a reason for the Jihad melons having to be close before exploding, otherwise they're too powerful. Also, they work fine for me so someone will have to provide some error messages before so I have something to look for.
Megajohnny, what I mean by direction warmelons is warmelons that only fire in a certain direction, and need to rotate/turn to face the enemy then fire. They should have increased damage but lower rate of fire.
I've started on a machinegun melon. It'll be slightly laggier than the normal melons. EDIT: Machinegun melons complete. Remember, in order to fix things, I need error messages! [url=http://www.garrysmod.org/downloads/?a=view&id=28680][img]http://www.garrysmod.org/img/?t=dll&id=28680[/img][/url]
Will this eventually be turned into a gamemode? Seems like a good idea.
I agree, all we need are some gameplay ideas to tie all the sents together. Oh yeah, and some shit hot code.
you should add options to change the color of the tracers!
[QUOTE=JOHNCANDY12]Sniper melons? They would be too powerful though. Unless there is a health raiser in the stool menu the melons would die instantly. The melons health is only 50 unless you mean raise it to something like 40 or 25[/QUOTE] Not unless they have a slow reload rate, and a somewhat high percentage of missed shots.
[QUOTE=hedhunta95]Not unless they have a slow reload rate, and a somewhat high percentage of missed shots.[/QUOTE] If it had a high percentage of missed shots then it's not a sniper. Snipers never miss. For a gamemode you could have 4 rooms, or 2 depending on the map, and each team will have a few minutes to build a ship. All ship will need a power core to power the turrets. Then all ships are moved to the battle field and start fighting. Another idea is have 1 team build a fort with the best defense and another team build a battle ship to try and destroy it.
I am going to make a map for these melons. Hopefully, it will be done in an hour or so.
I have an idea for teams! Instead of using ids i have an better idea! How about using colours? like team 1 is friendly to red and team 2 is friendly to blue. and then you should make an toggle-able "Does only attack hostiles" This way other players could play together! [b]Edit:[/b] If you want me to explain more then just tell me. [b]Edit:[/b] Uploading pictures of one of my epic battles :D [b]Edit:[/b] Epic battle pictures! [url=http://img252.imageshack.us/my.php?image=gmsolarsystemv20063wf5.jpg][img=http://img252.imageshack.us/img252/4867/gmsolarsystemv20063wf5.th.jpg][/url] [url=http://img510.imageshack.us/my.php?image=gmsolarsystemv20064rv0.jpg][img=http://img510.imageshack.us/img510/1869/gmsolarsystemv20064rv0.th.jpg][/url] [url=http://img510.imageshack.us/my.php?image=gmsolarsystemv20065yg0.jpg][img=http://img510.imageshack.us/img510/3823/gmsolarsystemv20065yg0.th.jpg][/url] [url=http://img70.imageshack.us/my.php?image=gmsolarsystemv20066cj7.jpg][img=http://img70.imageshack.us/img70/5391/gmsolarsystemv20066cj7.th.jpg][/url] [url=http://img510.imageshack.us/my.php?image=gmsolarsystemv20067ay1.jpg][img=http://img510.imageshack.us/img510/7866/gmsolarsystemv20067ay1.th.jpg][/url] [url=http://img165.imageshack.us/my.php?image=gmsolarsystemv20068bs0.jpg][img=http://img165.imageshack.us/img165/9255/gmsolarsystemv20068bs0.th.jpg][/url] [url=http://img165.imageshack.us/my.php?image=gmsolarsystemv20069dh4.jpg][img=http://img165.imageshack.us/img165/4471/gmsolarsystemv20069dh4.th.jpg][/url] [url=http://img510.imageshack.us/my.php?image=gmsolarsystemv20070ro8.jpg][img=http://img510.imageshack.us/img510/5930/gmsolarsystemv20070ro8.th.jpg][/url] [url=http://img510.imageshack.us/my.php?image=gmsolarsystemv20071ah9.jpg][img=http://img510.imageshack.us/img510/1676/gmsolarsystemv20071ah9.th.jpg][/url] [url=http://img165.imageshack.us/my.php?image=gmsolarsystemv20072px1.jpg][img=http://img165.imageshack.us/img165/2100/gmsolarsystemv20072px1.th.jpg][/url]
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