bump, i want to know if ur making another update to this awsome mod
[editline]08:47PM[/editline]
And also suggestions,
1: Make it so that the headcrabs don't go right to were the watermelons are, like going right next to them, not ontop of them
2: make it so that they can build little huts and civilizations on their own
3: Make it so that it comes with headcrab pill so everyone can be a headcrab and help them
4: Make it so that they can break away from one colony and start forming another
(srry for the other reply, i was reading entire thread and thought it ended on another page)
Make the watermelon plants removable. It would also be cool if they could eat what they killed, and everything except you is an enemy. The hunter NPC kills headcrabs but they do not fight back.
Nice job. I meant to do something like this but life fell on me, as per usual. Of course, mine would have been far more infectious :P
I can add some things to my updated version for you guys. Suggest something to add!
Maybe add a nest sort of thing? For example, the first headcrab chooses a random place to lay it's eggs, from then on, all other headcrabs go there to lay their eggs too. The same would be cool for melons too, they could go out and gather melons and bring them back to wherever.
antlion queens (use guards) and maybe grubs
wait shouldent grubs become antlions?
[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]
By the way, is anyone still interested in my version of this?
[QUOTE=JgcxCub;20712411]By the way, is anyone still interested in my version of this?[/QUOTE]
Well you said all that stuff and i was like when will you release it and you never replyed and i have been waiting months for your version to be released so yes some people are intrested
Awesome. Shall i give you it now?
Actually, wait. Who's the owner of this mod?
[QUOTE=JgcxCub;20717449]Awesome. Shall i give you it now?
Actually, wait. Who's the owner of this mod?[/QUOTE]
The guy who made this thread and just add it on [URL="http://www.garrysmod.org"]www.garrysmod.org[/URL]
Hmm... I'm pretty sure i need to ask permission first?
your awesome!
[QUOTE=JgcxCub;20725401]Hmm... I'm pretty sure i need to ask permission first?[/QUOTE]
Then put it on Megaupload or Mediafire plz.
I would love for this to get put up.
Do the headcrabs/antlions lay their own eggs?
Yes, Just make a few eggs and some melons and they'll grow up and expand and CONQUER THE MAP!!!
Can you explain the hunger system? Is 100 when you die? you should add like 5+ hunger bonus slots when they age.
Example:
Headcrab, age 1: 30 hunger slots, when hunger = 30 then the headcrab dies
Headcrab, age 2: 35 hunger slots, when hunger = 35 then the headcrab dies
and so on and so on...
But the antlions are bigger so their hunger is like 0.5 times greater than the headcrabs hunger, since antlions are bigger.
You should also add some other plants for C:SS users, like the banana tree or an orange tree
Also headcrabs only can reproduce if they "Headhump" a human
The hunger goes up to like 500 on head crabs I think. It goes up fast and goes down a lot when they eat.
Ok. I haven't played colonies in ages (i moved all my old addons to another folder sicne they were slowing down Gmod).
I played it again and i didn't realize just how fun it was!
New updates coming soon!!! For real this time!
:D:D:D:D
@JgcxCub, you have the new update already? If not PLOX HURRY UP T_T It sounds cool :D
and can you try some time after the update to make the antlions/headcrabs build a village of some kind? just an idea :)
[QUOTE=Corhunger;20743548]@JgcxCub, you have the new update already? If not PLOX HURRY UP T_T It sounds cool :D
and can you try some time after the update to make the antlions/headcrabs build a village of some kind? just an idea :)[/QUOTE]
Hmmm...
I'm not sure about the village. They aren't sentient... that we know of. O_o
But yes, I was working on it a lot today. Turns out there were a few bugs with the navigation code.
In case you were wondering, the antlions are now carniverous: they must kill and eat headcrabs in order to survive.
On this note: is there any way to spawn an entity as a ragdoll? The headcrab's collision seems to be based around an invisible ball, which looks like of silly. Any ideas?
It does not have to be a village. F.E. The headcrabs can have an abandoned building/shack with blood and stuff, and the antlions can have a hole (the one that they come out of) with a few of the larva things around it as walls. or maybe add a different race like humans or combine so they can make villages :) and shouldnt there be more things they do other than stand around waiting for food? if your already fixing that sorry you had a big list of edits lol
I am very interested in this.
Please release as soon as you can.
Updates? :D
Haven't been working on it for a couple of days, due to school and whatnot. Will hopefully be working on it tomorrow (Wednesday), if not, maybe some time during the week, but definitely Friday.
Quick to-do list:
Get permission from DanHaribo to release. :P [B]DONE! HELL YES![/B]
Fix a few bugs in navigation, etc. The journeying system I implemented in order to make a population spread out is completely bugged, gotta work on that.
Completely re-write script in order to make a specific [B]Priority Based[/B] system. The behaviour code will be written directly around this, so that for instance, if an antlion is hungry, it will attack headcrabs for food, but will otherwise be neutral. This is already somewhat implemented but is a little cumbersome: this method will be far more modular and easier to work with. Hopefully, it shouldn't be too ambitious.
Biggest job is to implement a crude simulation of mutation and genetics, e.g. certain traits being put into the offspring. I really could not be bothered implementing mating right now, so traits will simply be dispersed randomly between offspring. I think that I'll use a discrete system: that is, one particular gene with one particular name (BioShock anyone?) will do X, rather than "this headcrab has +20 strength" for no particular reason. Of course, I'm not entirely sure how to make some of my ideas manifest in the headcrabs themselves (e.g. faster).
If anyone knows how to make an entity spawn as a ragdoll, please let me know. The headcrab corpses right now simply roll about around an invisible ball of sorts.
Also need to make a few changes to make it more realistic: for instance, less food = fewer (or no) eggs, and other such behaviour modifications (e.g. searches for food more when more hungry).
Can't think of anything else for now.
Are you also going to make birth defects like weaker headcrabs, slower antlions, less health?
[QUOTE=Corhunger;20799697]Are you also going to make birth defects like weaker headcrabs, slower antlions, less health?[/QUOTE]
Well yes, there won't just be good genetic traits! ;)
sure go ahead, It needs some attention.
[QUOTE=danharibo;20803158]sure go ahead, It needs some attention.[/QUOTE]
Thank you :D :D
I'm looking forward to this
If its going to take too long/be poorly implemented then just dont release that specific feature and work on the rest that matter.
I dont really care for genetics that much.
i just want this to get done:
- 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.
[QUOTE=uberjaypee;20810235]I'm looking forward to this
If its going to take too long/be poorly implemented then just dont release that specific feature and work on the rest that matter.
I dont really care for genetics that much.
i just want this to get done:
[B]- You can now spawn different types of headcrabs (different spawn icons for fast headcrabs/poison headcrabs).[/B]
[B]- Antlions are now carniverous - they must kill and eat headcrabs to survive.[/B]
[B]- (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.[/B]
[B]- Hunger and Age limits are now increased - 600, 200 for headcrabs, 1000, 200 for antlions, respectively.[/B]
[B]- More life stages - instead of simply maturing, they will be either babies, teenage, adults, and elderly.[/B]
[B]- 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.[/B]
[B]- Parameters (e.g. Lifespan) are now locals in the lua script, rather than controlled by the console; this will be explained later.[/B]
[B]- As they get hungrier, the less their hunger goes up (around 0.8x).[/B]
[I]- They sometimes go on journeys - long distance trips in an attempt to spread the population if it is too dense.[/I]
[B]- 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)[/B]
[B]- 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)[/B],[I] 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.[/I]
[I]- 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).[/I]
[I]- 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.[/I]
[B]- Antlions are now by default neutral to headcrabs unless they are too hungry. [I][/B](When i program this), the headcrabs will not attack antlions unless they are attacked, in which case they will attempt to kill the antlion.[/I]
[I]- (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.[/I][/QUOTE]
The ones in bold are done, the italics are WIP's.
Just a quick heads-up.
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