[QUOTE=Fables;14603050]You know, this could be merged with GMS as farming. But anyways nice mod, I was wondering if you could make a tool too command headcrabs. Why?
Let's use a example say we have "Jim" he keeps killing your helpless headcrabs, let's say one time he trys it again, suddenly they all leap out and kill him.[/QUOTE]
Not bad, but they should decide themselfs who they want to attack. Someting like this:
co_headcrab_selfdefend_after 3 <- they attack after 3 of the 'tribe' is massacred
co_attack_attacker_type 0/1 <- they attack all who is the same type of npc, like antlions, or humans, etc.
co_defend_radius <- if an enemy has come in a radius, then they attack it, so they will not go ammock, just defend them selves like real animals. These are just ideas, but i think it would be cool.
Isn't this mod the same as [url=http://www.facepunch.com/showthread.php?t=512721]Spacetech's Pet Mod[/url]?
[url=http://www.garrysmod.org/downloads/?a=view&id=34406][img]http://www.garrysmod.org/img/?t=dll&id=34406[/img][/url]
I cannot seem to get this to work. I extracted it to the Addons folder and entered a game, I saw the list of spawnable ents but once pressed, they didn't spawn anything. I do have HL, Ep1 and 2.
Anybody know how I can go about fixing this? I have a really cool incubation chamber waiting to be populated. I do believe I have the latest version, 'coloniesredux'.
Thanks in advance.
Nevermind, none of my Ents are spawning. Probably going to have to reinstall.
With the new update, my Watermelon Plants aren't working, they don't spawn any watermelons, but I can still spawn them myself.
[QUOTE=FlashStock;14501265]I will test this when I can be arsed ;v[/QUOTE]
get of your arse and do it, u lazy prick XD
[QUOTE=bigfatskinny;14605203]get of your arse and do it, u lazy prick XD[/QUOTE]
Lol. I am.
[QUOTE=xirtam69;14604057]Isn't this mod the same as [url=http://www.facepunch.com/showthread.php?t=512721]Spacetech's Pet Mod[/url]?
[url=http://www.garrysmod.org/downloads/?a=view&id=34406][img]http://www.garrysmod.org/img/?t=dll&id=34406[/img][/url][/QUOTE]
Well in this mod the npcs actually eat things, u don't just type a chat command.
<insert other differences here>
[QUOTE=Noxn;14602800]Ideas:
1. Make some Egg spawners, that spawn 3 eggs when all the headcrab/antlion population is at 0 or any number you can decide at an convar.
2. Make some antiheadcrab/antiantlion stuff. 1 Which only kills / scares headcrabs and viceversa.[/QUOTE]
Funny, that first one sounds just like Pikmin... and if the antlions are friendly...
O_O Oh god, have to go and try using bugbait on them, NOW.
I'll edit this post with the results.
Edit: No response with Mouse2, but they WILL go where you throw the bugbait.
Edit2: Now we just need something to control the headcrabs and we can command armies to fight each other on a whim.
And antlion workers should be an option for anyone who has Ep2, partly because they make a great countermeasure to headcrab zerg rushes (IE: worker explodes, everyone dies)
Because no one else is posting, I'll continue editing this: along with the Antlion nests, what about the headcrab canisters? There are multiple weapons floating around that launch those, what if you made the headcrabs that come out follow the colony mod rules?
[QUOTE=vloddamick;14599075]not to drone on but you should make the headcrabs and antlions repulsed by their eggs. or else huge piles of neverending bodys start to take form and dominate the world!!! BWAHAHAHAHAH.... but seriously.
love it still.[/QUOTE]
Here is another one that would be easy and effective. Watermelon plants lay seeds and grow more plants. would be able to support larger colonys as they grow. maybe have bad melons... just a few ideas.
[QUOTE=Trinalsis;14605521]Funny, that first one sounds just like Pikmin... and if the antlions are friendly...
O_O Oh god, have to go and try using bugbait on them, NOW.
I'll edit this post with the results.
Edit: No response with Mouse2, but they WILL go where you throw the bugbait.
Edit2: Now we just need something to control the headcrabs and we can command armies to fight each other on a whim.
And antlion workers should be an option for anyone who has Ep2, partly because they make a great countermeasure to headcrab zerg rushes (IE: worker explodes, everyone dies)
Because no one else is posting, I'll continue editing this: along with the Antlion nests, what about the headcrab canisters? There are multiple weapons floating around that launch those, what if you made the headcrabs that come out follow the colony mod rules?[/QUOTE]
That are good ideas too. But my headcrabs never survive even with just a few antlions.
Anyway:
How about having "breeders", they are organic (or maybe some kind of machine?) that constantly lays eggs. But does not move around like the others. If its you make it organic, make other headcrabs / antlions be "assigned" to defend and feed it.
Also, make that they move around more. I mean, on good noded maps they do move, but just a bit, and mostly only to search food. Make them go around alot when theyre not hungry.
Also, another idea is to make them interact with eachother, like to headcrabs encounter head to head, and they make that... "giggling" sound thing they do sometimes. like if they would be saying hi.
If this is not posible/to difficult/you dont like it then thats not a problem, the mod is awesome already.
[QUOTE=xirtam69;14604057]Isn't this mod the same as [url=http://www.facepunch.com/showthread.php?t=512721]Spacetech's Pet Mod[/url]?
[url=http://www.garrysmod.org/downloads/?a=view&id=34406][img]http://www.garrysmod.org/img/?t=dll&id=34406[/img][/url][/QUOTE]
No, not at all. They lay eggs to start with. You can control their birth,mature,death,hunger time, and you can't control them.
I need help! My watermelon plant has an error model! If you can help me pm me please!
Does it require ep2?
[QUOTE=cowsmom;14608861]I need help! My watermelon plant has an error model! If you can help me pm me please!
Does it require ep2?[/QUOTE]
Yes, the Watermelon Plant is HL2 Ep2 model, he's looking for another model to replace it.
[QUOTE=Noxn;14608388]That are good ideas too. But my headcrabs never survive even with just a few antlions.[/QUOTE]
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.
i cant get thim to eat. How do you get thim to eat?
[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]
co_printevents 0
[QUOTE=Abe Lincoln;14609604]Yes, the Watermelon Plant is HL2 Ep2 model, he's looking for another model to replace it.[/QUOTE]
Thank u very much.
On the Head Crab Gorups thing, could you make it so there is a entite called like New Gorup Area, and any headcrab born with in like 500 units willl be long to that gorup and then woulkd attack any other head crab not belonging to the same group, kinda like bug bait :D
p.s if a a egg is laid out side the head crabs will attack it to =D,
p.s.s it would be cool if the head crabs would carry around the eggs they laid =D
[QUOTE=LOL MAN! 129;14609861]i cant get thim to eat. How do you get thim to eat?[/QUOTE]
You need to spawn a Watermelon or Watermelon Plant from the entities menu, not the prop menu.
I don't know what I am doing wrong but they don't lay enough eggs to actually multiply, I spawned like 20 of them and then like 90% of the time the eggs won't work.
[QUOTE=danharibo;14595026]That's.. Weird. I'll take a look at that now. They should automatically eat all of the melons within 32 units when they get hungry enough.[/QUOTE]
Could you give a command to increase the units they will try to hunt for food?
[QUOTE=Chunk3ym4n;14613826]Could you give a command to increase the units they will try to hunt for food?[/QUOTE]
YOU! LOOK AT THE OP!!! READ IT!!! ALL!! :(
What else was I gonna say... er... I'll think...
what model is the water melon tree. im getting errors
[QUOTE=ducky5;14615822]what model is the water melon tree. im getting errors[/QUOTE]
Ep2... so many people have asked that, just read the thread.
CAn you make them can thristy???????/???? ( IDEA) and in entity tab will have a Water or they can drink in ocean( if that map have but please make them not die while in an ocean XD) This will make many more Realistic
BUGS I found:
1.when the headcrab hatch they will show error shadow that appear 0.5 seconds ( What the hell?? Or it my Trouble?????) I have HL Source HL2 HL2 lost Coast TF2 Portal HL2 EP1 and EP2 why this shit was happen???
I like the little noises the headrabs make but there are two problems. 1. you need to make the melon plant removable by the remover tool. 2. headcrabs wont eat, they just ignore all melons. antlions wont even move.
This is AWESOME, my LulzBox server is running it (89.238.160.10:27015)
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