Warmelons: Outfit battleships with turrets, or form armies of melons.
889 replies, posted
Warmelons kick ass.
[img]http://splambob.jimbomcb.co.uk/pics/misc/gm_vast-spacev2_sunny0000.jpg[/img]
[img]http://splambob.jimbomcb.co.uk/pics/misc/gm_vast-spacev2_sunny0001.jpg[/img]
[img]http://splambob.jimbomcb.co.uk/pics/misc/gm_vast-spacev2_sunny0002.jpg[/img]
[img]http://splambob.jimbomcb.co.uk/pics/misc/gm_vast-spacev2_sunny0009.jpg[/img]
[img]http://splambob.jimbomcb.co.uk/pics/misc/gm_vast-spacev2_sunny0014.jpg[/img]
I don't know what the deal is with those errors though.
Medics aren't allowed to have the "force" box ticked.
[QUOTE=Hyperkultra]I may start up a small dedicated server[/QUOTE]
Warmelons + Multiplayer = WHY ARE THEY MOVING SO SLOW AND LAGGING UP THE PLACE THEY AREN'T EVEN SHOOTING HOLY FUCK
They don't lag, warmelons don't emit constant effects, only when they're healing. Warmelons don't shoot across the map, it's also a small glitch when they stop shooting. They aren't slow either.
[QUOTE=MegaJohnny]If I've uploaded last time I updated it uses the orange model. Do you have CSS?[/QUOTE]
No, is it because of the missing model/texture ?
[QUOTE=TedStriker]No, is it because of the missing model/texture ?[/QUOTE]
Yeah, the orange is from cs_italy. If you want to change it to something compatible, go into Armies/lua/entities/entities/johnny_cannon/init.lua (open it in notepad if you don't know what program to use). Find ENT.MelonModel = *orange model path* and change it to something else. I used "models/props_junk/PopCan01a.mdl" or something like that, but I think the 01a might be wrong. Test out with some small models until you like it. Then keep that.
[b]Edit:[/b]
[QUOTE=Zeddy]Need bombers. The idea itself is it just drops something like an orange colored to the team color to the ground when an enemy is under it in a certain radius, and it explodes on contact with anything. This would be pretty cool, to see bombing runs and such.
I want to make three maps for this, a plain one, decent sized, with no hills or anything, just for full on battles with straight on fighting, a kinda hilly map with a few hills and depression, some low (about half the height of an upright melon) some moderate (around the height of a melon), and a few taller ones (two to three melons high), and last, but not least, a city map, with some small buildings, large enough for a melon to navigate, but not people sized or anything, with streets, open area, and the like. I actually might make these my first maps to finish, so long as I don't need to npc node them, haven't experimented with that yet.
[b]Edit:[/b]
Also, I really don't like people trying to make this overly realistic. I like my self-firing cannons. Having all sorts of things and having to set up this for that to work just makes it too complicated.[/QUOTE]
Agreed about the overcomplication. Also, the melons don't need NPC nodes. But remember as 'NPCs' go, the warmelons are pretty dumb. They shoot, and if they have to, they move towards the target. I must make some sort of ordering system...
I changed the fighter model to popcan so they are smaller. This enabled me to make small wooden ships to put them on!
Video awesomeness.
[url]http://www.veoh.com/videos/v2753324hNxyhfaD[/url] ( no youtube, youtube was being slow.)
Also screenshot.
[IMG]http://i25.photobucket.com/albums/c98/sami1337/gm_tropics_v30012-1.jpg[/IMG]
edit:
Video does not work for me :(
edit:
fixed.
I changed them to hoverball models, so they can move better.
I'm not sure how this affects performance though..
[b]Edit:[/b]
By the way, I would like some recoil on some of the weapons, like the cannons.
Please add the following features:
Weld to surface ( like thrusters )
Nocollide
I can't seem to get it to work I need some installing help.
They already have welding. Just check the box that says weld. They'll stick to anything you fire them to.
Also, that's not a bad idea, instead of using oranges for bombs, use hover balls. The model is in there (and hurts to get hit with).
[QUOTE=s0m3_guy]They don't lag, warmelons don't emit constant effects, only when they're healing. Warmelons don't shoot across the map, it's also a small glitch when they stop shooting. They aren't slow either.[/QUOTE]
Yes they do lag. And don't go off topic. I tried to use them in a multiplayer server (my friend has a dedicated set up, it NEVER lags, super low ping and all of that), and we kept getting error spam in the corner and the melons began jiggling around and not moving.
You're missing the model(s). That's maybe a reason?
[QUOTE=Zeddy]They already have welding. Just check the box that says weld. They'll stick to anything you fire them to.
Also, that's not a bad idea, instead of using oranges for bombs, use hover balls. The model is in there (and hurts to get hit with).[/QUOTE]
If you read my post you would know i said weld like thursters. Now they get welded inside a prop or ground. That's also why nocollide should be an option.
They do nocollide for me.
Maybe it depends on the settings on your weld tool or something? :raise:
Mine just sit in there moving whatever i put them on.
I put them on small props, perhaps that's why i noticed.
Try putting them on a prop and remove the weld on the prop (weld tool R). They shoot out.
[QUOTE=Feldor]I changed them to hoverball models, so they can move better.
I'm not sure how this affects performance though..
[b]Edit:[/b]
By the way, I would like some recoil on some of the weapons, like the cannons.[/QUOTE]
The hoverball model has a higher polygon count than the melon, but the performance hit shouldn't be too big.
[QUOTE=Sami-ph34rz]Mine just sit in there moving whatever i put them on.
I put them on small props, perhaps that's why i noticed.
Try putting them on a prop and remove the weld on the prop (weld tool R). They shoot out.[/QUOTE]
That's because nocollidide gets undone when the weld is undone :/
Ok then perhaps they hit some other props because they stick thought. So that leaves 1 thing that i'd like to see implemented.
Would be interesting to see an "Attack players" option and "Attack spawner" option.
Snipers, Swords, And flamethrowers. Make a button that will stop them from attacking each other and something like select group and make them move from rally point tp rally point.
[QUOTE=zeroarmorjed]Snipers, Swords, And [B]flamethrowers[/B]. Make a button that will stop them from attacking each other and something like select group and make them move from rally point tp rally point.[/QUOTE]
Ha, I just finished making that, works well, just need to add extra fancy ketchup.
So Jonhhy, when should we espect another update if your making one?
there needs to be options like the turret stool
like
rate of fire
health
type of fire ( pistol ,sub machine gun , shotgun )
damage per bullet
Stuff like that would be really cool
[QUOTE=Burning_Gray]So Jonhhy, when should we espect another update if your making one?[/QUOTE]
Well, all I've added at the moment is a pretty effective anti-battleship weapon, the Plasma Cannon. It's a little like the Strider minigun, except it's got 0.1 spread (as opposed to the 0.06 or 0.07, can't remember, on the fighters). I'll get to uploading now. The medics with force is fixed now, I think I remember testing it a couple of days ago. Again, usual routine, find bugs if you have them, report, give more ideas or emphasize old ones, etc.
It's going to be slow for a while since it's exams on at the moment. I haven't worked on this in a couple of days, unfortunately. Anyway, uploading. be patient for a few minutes.
Perhaps you could add some sort of range setting to them? It would make them a lot better for space battles and stuff if you didn't have to get 3 feet away for them to shoot.
[QUOTE=MegaJohnny]Well, all I've added at the moment is a pretty effective anti-battleship weapon, the Plasma Cannon. It's a little like the Strider minigun, except it's got 0.1 spread (as opposed to the 0.06 or 0.07, can't remember, on the fighters). I'll get to uploading now. The medics with force is fixed now, I think I remember testing it a couple of days ago. Again, usual routine, find bugs if you have them, report, give more ideas or emphasize old ones, etc.
It's going to be slow for a while since it's exams on at the moment. I haven't worked on this in a couple of days, unfortunately. Anyway, uploading. be patient for a few minutes.[/QUOTE]
Very nice.
We should be able to choice the model
You can, with some simple lua ediitng.
It does lag, horribly sometimes.
There are also more errors if you didn't know already.
[code]
Can't find factory for entity: johnny_pcannon
stools/pcannons.lua:22: Entity is NULL (If it was previously OK it has been deleted)
[/code]
Does that with any of the entities.
Also after you duplicate the Plasma Cannon and spawn it again, it will spawn on a different team.
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