Well you can change the rate the watermelons spawn :)
Hey, awesome mod, but one thing.
Theres multiple types of headcrabs, but still only one type of antlion. Are you planning on doing anything involving antlion workers / antlion guards? If so, that would be even cooler.
Omg bump
This is awsome, though my headcrabs keep killing themselves on the watermelons, some kind of physics problem, a headcrab trys to jump onto a melon, the moment it touches the melons spazzes and flings the headcrab at the bloody speed of light into the skybox. I have the physics performance mod, so it gets some pretty nice speeds :)
P.S By the way I'm not complaining, its an awsome mod, I built a little castle thing and my headcrabs have their own little fort now. I killed my poor colony though when I thought the antilions could live in peace with headcrabs, so I spawned one in the castle, walked away and was building contraptions, came back and found a massacre. 1 antilion vs 25 headcrabs == PWN!
Ive turned on factions but all that comes out is default and nothing else. you wernt very specific in the factions instructions. If you could help
Can you add the antlion gaurd to colonies/! YOU NOW HOW SICK THAT WOULD BE?!
EDIT: OH WOOPS I just noticed I bumped a topic, wicked sorry!
It would be cool if this addon was like a gamemode this is how the Colonies Class's would be...
- Colonie’s Class’s-
Antlion
1. Egg (watermelon)
2. Antlion Grub (HL2: Ep1/Ep2
3. Antlion
Antlion Worker
1. Egg (watermelon)
2. Antlion Grub (HL2: Ep1/Ep2
3. Antlion Worker
Antlion Guard
1. Egg (watermelon)
2. Antlion Grub (HL2: Ep1/Ep2
3. Antlion Guard
Zombie
1. Egg (Bug Bait)
2. HeadCrab
3. Zombie
Fast Zombie
1. Egg (Bug Bait)
2. Fast HeadCrab
3. Fast Zombie
Poison Zombie
1. Egg (Bug Bait)
2. Poison HeadCrab
3. Poison Zombie
and there could be antlion workers plant there food resource to feed there colonies etc... and have to protect there babys while they grow up or wait for them to protect there selves. And you could start off as level 1 as just antlion worker so that they can build colonies base's (Antlion Sand Hill model) where it could either produces eggs and just normal antlions for war and to find resource and antlion guards to bigger troops same as headcrabs and zombies.
thats stupid headcrabs have to find humans for making themselves zombie
and antlion grubs cant walk so cant eat.
[QUOTE=zieniet;15794586]thats stupid headcrabs have to find humans for making themselves zombie
and antlion grubs cant walk so cant eat.[/QUOTE]
its not really ment to follow the hl2 story.... it was just an idea A** H***
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=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]
I love it! and i want to play is it released yet or still in the making?
[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]
Thats nice but you aren´t the creator of the colonies. should you ask premission?
Hey, I just registered to ask a question. My question is about the factions, how do you use these? and whats co_myfaction about and how do you use it and change antlions/headcrabs faction? Can someone please explain this? [EDIT] I found out how, and a bug when you make a custom faction and they lay eggs their eggs turn back to "default" faction. Another bug with factions on headcrabs and antlions by default have faction name "default" so they don't attack each other.
[QUOTE=Zeltrax;15957092]I love it! and i want to play is it released yet or still in the making?[/QUOTE]
Still in the making, although a good deal of it (i.e. everything i haven't marked with "coming soon" owtte) is already released.
To the other person... isn't Gmod supposed to be open source?
of course i won't take credit for it, apart from the bits i did.
[QUOTE=JgcxCub;15966143]Still in the making, although a good deal of it (i.e. everything i haven't marked with "coming soon" owtte) is already released.
To the other person... isn't Gmod supposed to be open source?
of course i won't take credit for it, apart from the bits i did.[/QUOTE]
GMod is not open source.
[QUOTE=zieniet;15960111]Thats nice but you aren´t the creator of the colonies. should you ask premission?[/QUOTE]
As long as he keeps the updated code to himself he dosen't have to ask permission to use it. code can be modified all they want. but if he wanted to upload on Garrysmod.org then he would have to ask permission.
[QUOTE=JgcxCub;15966143]Still in the making, although a good deal of it (i.e. everything i haven't marked with "coming soon" owtte) is already released.
Hey JgcxCub your version sounds like it will have much more advanced AI!Im already addicted to this colony stuff and im asking you this.How do I know when you or someone else releases a new version?(im new I just registered because this addon is TOO COOL!!!)
maybe more colonies? like bullchickens and houndeyes from silverlans pack?
and the baby crab as baby state.
ETA on update?
1. How do I install this, I am not familiar with gamemode type things. Or is it an addon?
2. Any servers with this?
1. This is an addon. Put the folder in your garrysmod/garrysmod/addons
2. Didn´t see a server yet =(
I thought so, it had an info file.
Too bad, it would be interesting have colony wars/
[QUOTE=Uberman77883;16139180]Too bad, it would be interesting have colony wars/[/QUOTE]
It adds "Colonies" to the server tags. If there are any servers running this it should show up there.
I really should finish this addon.
Yes, you should.
ASAP.
Found a bug. Eggs when hatch, no matter what, they always have default faction when factionmode is enabled
1.4 fixes that
Update changelog for 1.4?
yay it's out! downloading now!
[QUOTE=del-re-re;14574481]If a headcrab kills a human, the human should respawn as a zombie.
The headcrab that kills the human disappears and the human that was killed has a chance to turn into either a fastie, a normal, a poison, or a zombine.[/QUOTE]
No, it turns into a zombine if it was a combine that was killed.
You should find a way to add Lamarr's Pet crate into this somehow. maybe they lay their eggs inside of it?
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