New feature : (My mind)
Like make them be owned by the guy that spawned them , and if any other player aproaches they should attack , this would be nice in a base defence , and hole ROCKET full with headcrabs xD
this mod is awsome! i'm playing it now:D the only proble is that the melon "tree" is a big red ERROR....
everything other works fine!:D you should make a new entity, a nest/lair, where new little cutnesses born, and the ones who are searching for food ar bringing the gathered supplies to there. so the little ones will have something to eat. you should put guardians to the antlions:)
i have a couple of ideas!:D
[QUOTE=danharibo;16035853]GMod is not open source.[/QUOTE]
Maybe he meant GMod lua scripts.
Omg, if you could hook up with the guy that believes he created the next generation of AI this mod could be even sweeter :D
OMFG OMFG OMFG!!!
ME IS GENIOUSSSSS!!
MAKE THE FUCKING HEADCRAB CANNISTER AS SOME CREEPY-AS-HELL HOUSE FOR THEEEEMMM :D:D:D:D
(SMILEY ATTACK) :D:D:D:D:D:D:D:D:D:D
Nvm my madness... (Is this Sparta?)
It would be a good idea but i must admit i liked the lamarr one more :p
(AlExAlExAlEx Is the genius ^^)
Your point?
[QUOTE=Galion;14528096]Could you add this?
headcrap can eat meat like human or combine remove ragdoll when it eat them[/QUOTE]
That would be kinda cool, ..... or not.
[editline]06:09AM[/editline]
[QUOTE=mutle;16303305]this mod is awsome! i'm playing it now:D the only proble is that the melon "tree" is a big red ERROR....
everything other works fine!:D you should make a new entity, a nest/lair, where new little cutnesses born, and the ones who are searching for food ar bringing the gathered supplies to there. so the little ones will have something to eat. you should put guardians to the antlions:)
i have a couple of ideas!:D[/QUOTE]
good idea!!!!!!!!!!!!!!!
I think you need to make the watermelons if left alone lng enought sprout new water melon plants
and also if possible (it is likely hard) you should make the headcrabs and antlions evolve and learn to make like houses. But it already awesome
[editline]06:13AM[/editline]
[QUOTE=AlExAlExAlEx;16289195]New feature : (My mind)
Like make them be owned by the guy that spawned them , and if any other player aproaches they should attack , this would be nice in a base defence , and hole ROCKET full with headcrabs xD[/QUOTE]
this is cool
[editline]06:14AM[/editline]
[QUOTE=Joogle;16138605]1. This is an addon. Put the folder in your garrysmod/garrysmod/addons
2. Didn´t see a server yet =([/QUOTE]
I am making a server. but no name.
[editline]06:25AM[/editline]
[QUOTE=JgcxCub;15948409]Here, i made some big, and small edits to it.
*Deep breath*
(Note - some of these are designed to make it more like a real life ecosystem - read on and find out).
- You can now spawn different types of headcrabs (different spawn icons for fast headcrabs/poison headcrabs).
- Antlions are now carniverous - they must kill and eat headcrabs to survive.
- (Good one) Instead of simply standing still till they see food, headcrabs and antlions will now wander randomly. However, if they see food, they will prioritize it.
- Hunger and Age limits are now increased - 600, 200 for headcrabs, 1000, 200 for antlions, respectively.
- More life stages - instead of simply maturing, they will be either babies, teenage, adults, and elderly.
- Age affects hunger and fertility - babies have no fertility and have 2x hunger, teenagers have highest fertility (not trying to imply anything lol) and 1x hunger, adults have medium fertility and slightly lower hunger, and elderly have low hunger and fertility.
- Parameters (e.g. Lifespan) are now locals in the lua script, rather than controlled by the console; this will be explained later.
- As they get hungrier, the less their hunger goes up (around 0.8x).
- They sometimes go on journeys - long distance trips in an attempt to spread the population if it is too dense.
- Headcrabs will sometimes drop watermelon seeds when they eat a watermelon or when they die (this is like real life - also, the amount of watermelon plants is often one of the major factors that cap a population of headcrabs. This is designed so that the headcrab population will theoretically grow indefinitely in absence of natural predators, like real life - or until it crashes your computer :D)
- Headcrabs now have a small chance of mutating in the egg. Again, this is designed to mirror real life - natural variation in a population. At this point in time this only means a difference in headcrab type (fast, poison), but i will improve it to give certain quasi-genetic traits that will be passed on to offspring, e.g. faster, take longer to die. Hopefully, if the idea works out, we should see certain quasi-genetic traits becoming more prominent, since they help the headcrab to survive. Also planned will be species names that help distinguish certain traits.
- Another planned thing will be actual colony type things - for example, when a population grows big enough, certain headcrabs will be born that suit a particular purpose, like ants (e.g. soldiers, that defend the colony, or farmers, that plant food).
- Anyway, the reason i put the parameters into the local script is because of the variations in headcrab type. I'm hoping to put some baseline variations in the different types of headcrab - e.g. poison headcrabs are hazardous to eat, standard headcrabs live longer. There are already some, for example the fast headcrab is slightly more likely to get food since it can move faster, and poison headcrab has more hitpoints. However, i wish to expand on this.
- Antlions are now by default neutral to headcrabs unless they are too hungry. (When i program this), the headcrabs will not attack antlions unless they are attacked, in which case they will attempt to kill the antlion.
- (Planned) Headcrabs have different stances depending on how damaged they are and their environment. For example, they begin neutral. If they are attacked, they will attack the antlion. However, if they are too damaged, they will flee in attempt to survive. If they are critically injured they may either continue to flee or may fight to the death in a last chance bid to survive.
More changes coming up!
So, what do you think?
*EDIT* Sorry, forgot to add something. Headcrabs can lay up to 4 eggs at once, and Antlions 2.[/QUOTE]
awesome is this already on the addon or just something your working on because thois is awesme
[editline]06:56AM[/editline]
[QUOTE=Anthraxboy501;14908162]OMG last nite i had so many ideas! (i always do for uber mods like this) if u want to hear them message me on steam my id is same as my facepunch. some examples of these ideas are:
*New types of fruit
*Specialised npc AI
*Specified Colonies maps
*Some changed models of plants, to the more common games eg: CS:S, HL2.
I have more ideas but you gotta interrogate me for 'em.[/QUOTE]
good ideas
[editline]07:00AM[/editline]
[QUOTE=Blah360;14683818]I have an idea, how 'bout enemy faction's eggs are another food source? That way attacking other factions isn't pointless, and there's the fun of stealing colonies' eggs.
[B]Edit:[/B]
And for you people who need episode 2, I found this:
[url]http://www.garrysmod.org/downloads/?a=view&id=66700[/url]
I know it's illegal but I didn't upload it.[/QUOTE]
good idea, the first part that is.
[editline]07:03AM[/editline]
[QUOTE=Trinalsis;14609827]The headcrab's strength is in numbers (and hosts, so you may want to get them a few zombies too), so you should probably give the headcrabs some time to establish a large colony (and/or, once again, get some hosts) before you pit them against the antlions.
Also, would it be possible to disable the death messages via an admin-only console command? I'd really like to see people using these on spacebuild maps, with planets that have either antlions or headcrabs (both would probably result in only antlions and a ton of headcrab corpses eventually considering the size of your average spacebuild planet), but seeing death messages all the time would get annoying in this case.[/QUOTE]
you can turn off the death meassages
This is awesome, it works perfectly even on unnoded maps, this is something that everyone must try along with PetMod.
I...AM...NOT...LETTING...THIS...DIE.
[QUOTE=Killer_Steel;16411278]This is awesome, it works perfectly even on unnoded maps, this is something that everyone must try along with PetMod.
I...AM...NOT...LETTING...THIS...DIE.[/QUOTE]
Keep posting gogogogo.
I've always wanted to have a ecosystem on Garry'sMod.
Hey, with the "factions" thing.
I've been able to set only one faction named "Default Faction" however I have no clue how to make more factions. Headcrabs without the "Default Faction" also are hostile to those of the faction however they don't do any damage to each other.
Help pl0x
I've been thinking about the head crab colonies
Headcrab: brings food back to the colonies to feed
poison head crabs: Lay and protect there eggs (they should be the only ones to lay eggs
and last of all the fast headcrab: they protect the colonies
and i agree with del-re-re about the kill humans and turn into zombies thing i mean that can be like there final life stage
you should also have humans in there females that poop out babies (like the doll in the prop menu)
the men protect the place or go to the market and buy melons lol
and i think im done
Ok.... People are coming up with some stupid idea's now.
[QUOTE=JVBKing;16536340]I've been thinking about the head crab colonies
Headcrab: brings food back to the colonies to feed
poison head crabs: Lay and protect there eggs (they should be the only ones to lay eggs
and last of all the fast headcrab: they protect the colonies
and i agree with del-re-re about the kill humans and turn into zombies thing i mean that can be like there final life stage
you should also have humans in there females that poop out babies (like the doll in the prop menu)
the men protect the place or go to the market and buy melons lol
and i think im done[/QUOTE]
Are you sure that is even possible?
Would it be possible if we could get a tree from CSS and make it create oranges that would just drop from the branches?
[QUOTE=Raged;16571433]Would it be possible if we could get a tree from CSS and make it create oranges that would just drop from the branches?[/QUOTE]
Isnt that from gmod roleplay......
[QUOTE=Zeltrax;16578205]Isnt that from gmod roleplay......[/QUOTE]
If anything, it'd be closer to gmod stranded.
I have a suggestion that probably won't happen, but yeah >.>
An EP2 version, I understand not everybody has EP2, but a version for those who DO that allows Antlion Workers would be nice.
And, as suggested before, a 1-in-10 chance of becoming a Zombie or a Antlion Guard when they reach 100 years old, or if it's a Worker, a Guardian. The guardian'd just be a skin though, none of the poison effects and such, and the type of zombie depends on the headcrab, blahblahblah.
[QUOTE=JgcxCub;15948409]Here, i made some big, and small edits to it.
*Deep breath*
(Note - some of these are designed to make it more like a real life ecosystem - read on and find out).
- You can now spawn different types of headcrabs (different spawn icons for fast headcrabs/poison headcrabs).
- Antlions are now carniverous - they must kill and eat headcrabs to survive.
- (Good one) Instead of simply standing still till they see food, headcrabs and antlions will now wander randomly. However, if they see food, they will prioritize it.
- Hunger and Age limits are now increased - 600, 200 for headcrabs, 1000, 200 for antlions, respectively.
- More life stages - instead of simply maturing, they will be either babies, teenage, adults, and elderly.
- Age affects hunger and fertility - babies have no fertility and have 2x hunger, teenagers have highest fertility (not trying to imply anything lol) and 1x hunger, adults have medium fertility and slightly lower hunger, and elderly have low hunger and fertility.
- Parameters (e.g. Lifespan) are now locals in the lua script, rather than controlled by the console; this will be explained later.
- As they get hungrier, the less their hunger goes up (around 0.8x).
- They sometimes go on journeys - long distance trips in an attempt to spread the population if it is too dense.
- Headcrabs will sometimes drop watermelon seeds when they eat a watermelon or when they die (this is like real life - also, the amount of watermelon plants is often one of the major factors that cap a population of headcrabs. This is designed so that the headcrab population will theoretically grow indefinitely in absence of natural predators, like real life - or until it crashes your computer :D)
- Headcrabs now have a small chance of mutating in the egg. Again, this is designed to mirror real life - natural variation in a population. At this point in time this only means a difference in headcrab type (fast, poison), but i will improve it to give certain quasi-genetic traits that will be passed on to offspring, e.g. faster, take longer to die. Hopefully, if the idea works out, we should see certain quasi-genetic traits becoming more prominent, since they help the headcrab to survive. Also planned will be species names that help distinguish certain traits.
- Another planned thing will be actual colony type things - for example, when a population grows big enough, certain headcrabs will be born that suit a particular purpose, like ants (e.g. soldiers, that defend the colony, or farmers, that plant food).
- Anyway, the reason i put the parameters into the local script is because of the variations in headcrab type. I'm hoping to put some baseline variations in the different types of headcrab - e.g. poison headcrabs are hazardous to eat, standard headcrabs live longer. There are already some, for example the fast headcrab is slightly more likely to get food since it can move faster, and poison headcrab has more hitpoints. However, i wish to expand on this.
- Antlions are now by default neutral to headcrabs unless they are too hungry. (When i program this), the headcrabs will not attack antlions unless they are attacked, in which case they will attempt to kill the antlion.
- (Planned) Headcrabs have different stances depending on how damaged they are and their environment. For example, they begin neutral. If they are attacked, they will attack the antlion. However, if they are too damaged, they will flee in attempt to survive. If they are critically injured they may either continue to flee or may fight to the death in a last chance bid to survive.
More changes coming up!
So, what do you think?
*EDIT* Sorry, forgot to add something. Headcrabs can lay up to 4 eggs at once, and Antlions 2.[/QUOTE]
It would be awesome if this was released as soon as possible.
[QUOTE=uberjaypee;16746526]It would be awesome if this was released as soon as possible.[/QUOTE]
I sent him a PM a few days ago, he's still working on it D:
[QUOTE=Firenight13;14767477]to know what they look like yes, but to make a basic tunnel, all you need is displacement walls, and then subdivide it to make a cave like area, however larger areas seem to get problems with terrain spiking out in random directions. you also need a better processor than mine to handle a large area(which a lot of people probably have), took me 20 mins to subdivide an area with a bridge, 2 small dead end tunnels, and a 50 ft drop on a 2.1 GHz processor.
[img]http://www.nickcook.net/episode2/ep2_outland_040007.jpg[/img]
what a EP2 cave looks like, I don't think I will be able to do one.[/QUOTE]
Actually i believe the ep2 ant caves are actually a static model not a displacment (i listened to the little nodes in the game, yea, i do that)
Hakita have been banned....People are getting banned one after one....
Please don't ban me i didn't violated any terms or did anything wrong:/ Please
hav u stopped working on this? please DON'T say YES
[QUOTE=Anthraxboy501;16874031]hav u stopped working on this? please DON'T say YES[/QUOTE]
I haven't heard a reply yet either...
:C
Man this addon is awesome, you guys need to try it with "forest_melon_v1_5" its awesome.
and before i forget it would be cool for the head crabs and antlions to be able to collect idle items
like boxes and fences and ect to build a hatchery.
another idea, how about a tool that gives any npc that you aim at to have the atributes of the addon, but they lay the white melons or littler versions of that npc.
i just made this account to ask a few questions. whenever I do that factions thing, they just go to 'default faction', i've tried lots of things likE co_factionmode 1 dicers, or Co_factionmode dicers... can someone help me/
Is there any progress with this still? D:
"Zombie Plauge" with this is epic, and the only thing i suggest is that thyr be maybe a fix to the main bugs,and i wanna see that "Coming soon" project out sooN! so HURRY!
I made a headcrab village, i'll upload a picture if i can, has a lil windmill too.
Ah yes, the amount of fun i have had playing this, my enemy, was my friend, playing as the antlions, they attacked Crabtopia, so, I had to make some defences if any antlions get close.
Actually, that'd be a good one, headcrabs that are like soldiers, well, like normal headcrabs, only you can order them to move about and attack targets, just a suggestion.
Also, I think there should be resource gathering. ( this would require growing trees)
Basically, if there is a tree, a headcrab will walk up to it and basically eat it. Then it will walk back to a place near his birth and construct a little house ( the Lammar one). Other headcrabs will lay their eggs their aswell. The closer it is to the house, the faster it grows.
Also, headcrabs poop every 10 seconds after a meal. If a tree is in the radius of the poop, its growth quickens and it produces more food. Poop disappears every 20 seconds.
( Each tree has a different resource amount, the small ones are 5-6, the larger ones are 10-11, and the largest are 15-20)
Also, headcrabs can gather food and take it back to their house in the same way. ( Different types of food, there is cabbage which is 1, watermelon which is 3, carrots which are also 1, and also other creatures eggs which also have a certain food resource according to size, headcrab being 2 and antlion being 5)
Also, I would like to have a rat. [url]http://www.garrysmod.org/downloads/?a=view&id=2637[/url]
Another addition could be a disease. This would make it easier to get rid of the masses in one area. Basically, what it does is whenever a noninfected headcrab touches an infected headcrab it becomes infected.An infected headrcrab has infected eggs. If an noninfected antlion eats the infected egg then it too becomes infected. Infected houses give food to noninfected headcrabs then the headcrabs become infected. If infected poop is in the radius of a tree then the tree becomes infected. Infected trees drop infected watermelons.
The infection lasts for 60 seconds before killing whatever it has infected.
So those are my ideas and I hope that you will incorporate them into it.
[QUOTE=Zaki90;18262353]Also, I think there should be resource gathering. ( this would require growing trees)
[b] GM stranded can be a basis for [i]EVERY[/i] gamemode.[/b]
Basically, if there is a tree, a headcrab will walk up to it and basically eat it. Then it will walk back to a place near his birth and construct a little house ( the Lammar one). Other headcrabs will lay their eggs their aswell. The closer it is to the house, the faster it grows.
[b] the trees can drop oranges, bananas, or watermelons?[/b]
Also, headcrabs poop every 10 seconds after a meal. If a tree is in the radius of the poop, its growth quickens and it produces more food. Poop disappears every 20 seconds.
[b] Every 10 seconds? D: with a large headcrab colony, do you know how much poop would be there!![/b]
( Each tree has a different resource amount, the small ones are 5-6, the larger ones are 10-11, and the largest are 15-20)
Also, headcrabs can gather food and take it back to their house in the same way. ( Different types of food, there is cabbage which is 1, watermelon which is 3, carrots which are also 1, and also other creatures eggs which also have a certain food resource according to size, headcrab being 2 and antlion being 5)
Also, I would like to have a rat. [url]http://www.garrysmod.org/downloads/?a=view&id=2637[/url]
[b]roflmao rat[/b]
Another addition could be a disease. This would make it easier to get rid of the masses in one area. Basically, what it does is whenever a noninfected headcrab touches an infected headcrab it becomes infected.An infected headrcrab has infected eggs. If an noninfected antlion eats the infected egg then it too becomes infected. Infected houses give food to noninfected headcrabs then the headcrabs become infected. If infected poop is in the radius of a tree then the tree becomes infected. Infected trees drop infected watermelons.
The infection lasts for 60 seconds before killing whatever it has infected.
[b] 60 seconds is the amount of time it takes to infect 30 headcrabs[/b]
So those are my ideas and I hope that you will incorporate them into it.[/QUOTE]
Big bump, Nice Ideas.
Very complex but it could turn out nice!
Re-pick up work on this please... :D?
[i]Don't hurt me!!![/i] :(
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