• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
Okay, it works. Thanks! Despite this trouble, I really like this mod.
It was pretty epic coming on your server lap, when are you going to boot it up again?
[QUOTE=Rad Hazard]Okay, it works. Thanks! Despite this trouble, I really like this mod.[/QUOTE] Though I still don't understand how exactly your version is screwed up I'm glad it worked out. Whenever the actual gamemode gets released this will be a nonissue. The server is pretty much up *"all the time". *= Unfortunately, there was a bug causing the gamemode to screw up, (though the server would still be "up"), but sometimes srds.exe likes to have an illegal operation and crash every so often. I checked the server at 7:50am Eastern time and it was going fine. Can't do anything from here as I'm not at home.
[QUOTE=Lap]Use the SVN. It's been a big week for WM:RTS. The server has seen many battles and has introduced about 40 some people to WM:RTS. The battles are definitely getting better as players and the gamemode are improving side by side. I took the liberty of screenshoting some of the vehicles I've seen made. There's been a variety of cars, but far more variety in airships (from hot air balloons to battleships). Keep in mind, most of these contraptions were made in game, under fire, so don't expect them all to be artistic or engineering masterpieces. [URL=http://img206.imageshack.us/my.php?image=wminstallation0001nw7.jpg][IMG]http://img206.imageshack.us/img206/174/wminstallation0001nw7.th.jpg[/IMG][/URL][URL=http://img206.imageshack.us/my.php?image=wminstallation0002af9.jpg][IMG]http://img206.imageshack.us/img206/8989/wminstallation0002af9.th.jpg[/IMG][/URL] [URL=http://img510.imageshack.us/my.php?image=wmdawn0005hw4.jpg][IMG]http://img510.imageshack.us/img510/4047/wmdawn0005hw4.th.jpg[/IMG][/URL][URL=http://img204.imageshack.us/my.php?image=wmogulation0003vp5.jpg][IMG]http://img204.imageshack.us/img204/6562/wmogulation0003vp5.th.jpg[/IMG][/URL][URL=http://img204.imageshack.us/my.php?image=wmogulation0000bf7.jpg][IMG]http://img204.imageshack.us/img204/5518/wmogulation0000bf7.th.jpg[/IMG][/URL][URL=http://img204.imageshack.us/my.php?image=wmquadulus0009bj4.jpg][IMG]http://img204.imageshack.us/img204/3913/wmquadulus0009bj4.th.jpg[/IMG][/URL][URL=http://img515.imageshack.us/my.php?image=wmogulation0001mf3.jpg][IMG]http://img515.imageshack.us/img515/7418/wmogulation0001mf3.th.jpg[/IMG][/URL][URL=http://img511.imageshack.us/my.php?image=wmquadulus0011rd6.jpg][IMG]http://img511.imageshack.us/img511/2413/wmquadulus0011rd6.th.jpg[/IMG][/URL] I've been working pretty diligently on new features and removing exploits. The SVN is not updated but the server is. I will be releasing the gamemode version when I've got it more polished. Here's what has changed so far: [b]-A brand new scoreboard showing team colors, numbers, and NRG.[/b]It's much easier to work with your team and figure out how much NRG your team has. This also makes an NRG victory condition feasible. I'll be implementing a timelimit on maps soon and this will be the victory condition should two or more teams still be alive. [b]-Added a melon command SWEP to the server for idiots.[/b] It doesn't matter if they've been on the server for three hours, had multiple people help them, and have "read the help", some people just can't figure out how to bind two keys. For these special people I have made the melon command SWEP. [b]-Barracks units are now the same as their counterparts.[/b] Previously the barracks spawned units were about 25% weaker. This goes will mesh well with the following change below: [b]-BARRACKS USE NRG[/b] Having watched way too many people use all their starting NRG on flying melons the server started to cry. Not only was it creating a lot of lag, it was also a bad strategy since it leaves you open to a quick rush. The fact that melons were free meant people would leave tens of them floating around in the air doing nothing more than lagging the server. Barracks will spawn melons at a discount using the total nrg of players on your team. The new pros and cons of barracks: +Barracks give you a discount vs using tools to spawn melons. In the long run it is cheaper to use barracks. +Can be mounted on a vehicle and used to spawn melons elsewhere. +Uses the teams NRG equally. -Initial high starting cost If you need forces really quick, don't use barracks to do it. [b]-REMOVED FLYING ABILITY FROM ALL MELONS BUT LIGHT AND NORMAL FIGHTERS.[/b] I hadn't seen a single good use of them on the server yet that wasn't really boring and lame. Use flying vehicles please. [b]-Disconnecting and reconnecting no longer refills your NRG. It now saves your NRG on crash or disconnect.[/b] It now saves your NRG on crash or disconnect. I got a good laugh out of this one today. All the dumbass lamers that decide to use this trick would do it right in front of me. When it stopped working, they were enraged to find that the exploit no longer worked. It set them to 0 NRG and they had to sit the round out. Oh the complaining that one caused. [b]-Players teams are now reflected in their player color and text.[/b] [b]-Players may now use team chat[/b] [b]-Fixed easy weld and similar exploits[/b] [b]-Balanced gm_castlewarfare[/b] Added two uplinks to the middle. The map is way faster paced now. [b]-Slightly increased MG rate of fire and accuracy.[/b] [b]-Slightly slowed plasma cannons[/b] [b]-Slightly increased light fighter health[/b] [b]-Slightly increased bomb damage[/b] [b]-Various dupe fixes[/b] [i]Upcoming changes/features:[/i] [b]Final exploits getting plugged up[/b] [b]Something for dead players/teams to do[/b] Possibly joining another team as a "hero" melon. [b]Drivable melons[/b] [b]Finish the scenario creator[/b] [b]Release a vehicle pack[/b] [b]Add a few more maps to the server (and the WM feature lists to the public)[/b] [b]Let you see how much resources a res node has left.[/b] [b]APC melon[/b] [b]Ion Cannon disabler superweapon[/b] [b]More superweapons[/b] [b]Signals to target and plan attacks that can only be seen by allies[/b] [b]Umsg some stuff for less lag[/b] We'll see what else I can think of. I am damn tired....Oh right, fixing that god damn level change bug (which only happened once this morning).[/QUOTE] I was in the battle in picture number 5 yaaaay! Damn that purple guy he got all stressy with me when i tried to throw a melon at his ballon but i ended up pushing it by mistake. Look the truth is i was trying to toss it up at your ballon so the melon would shoot it down. Turns out that trick was pretty useless so i'm thinking of using a breech loded melon wire forcer. Edit: More serveres please. not necessarily hosted by lap.
[QUOTE=thisguy123]I was in the battle in picture number 5 yaaaay! Damn that purple guy he got all stressy with me when i tried to throw a melon at his ballon but i ended up pushing it by mistake. Look the truth is i was trying to toss it up at your ballon so the melon would shoot it down. Turns out that trick was pretty useless so i'm thinking of using a breech loded melon wire forcer. Edit: More serveres please. not necessarily hosted by lap.[/QUOTE] Doing things like throwing melons is lame and the change of you "accidently" pushing other melons, etc. is pretty high so avoid doing it. Breech loaded melons with wire forcers are totally encouraged. It's hard to get bombs catapulted because they seem to have air resistance or something so wire forcers are one of the best ways to make melon launchers. More servers isn't going to happen until I release the gamemode, which isn't going to happen until the crash/gamemode ruining bug is fixed.
Was playing on your server for a few hours today; I got to say man, this is one of the greatest game-modes for Gmod I have ever played. Aside from the frustrating physics of the rolling melons themselves, it made for one of the only times I've actually enjoyed myself Online in Gmod. As I mentioned in-game, should you need 3D models or maps, just let me know. I'll be glad to do whatever I can.
Yes, the past few days has been alot of fun! It would be great if we could get some freash maps out into the game.
Wanted to say that you still can't spawn vehicles. Even with wm_rules set to 0.
[QUOTE=Lap]Doing things like throwing melons is lame and the change of you "accidently" pushing other melons, etc. is pretty high so avoid doing it. Breech loaded melons with wire forcers are totally encouraged. It's hard to get bombs catapulted because they seem to have air resistance or something so wire forcers are one of the best ways to make melon launchers. More servers isn't going to happen until I release the gamemode, which isn't going to happen until the crash/gamemode ruining bug is fixed.[/QUOTE] Like i said throwing them is very unreliable. i think your problem is that war melons isn't an actual gamemode becuase you have set it up as a mod where it should go in the gamemodes folder.
[QUOTE=thisguy123]Like i said throwing them is very unreliable. i think your problem is that war melons isn't an actual gamemode becuase you have set it up as a mod where it should go in the gamemodes folder.[/QUOTE] Which is why it's been a gamemode for the past few weeks.
A great one that is.
Today I fixed some more bugs with some tools and then did the following: -Spawnpoints are freaking huge now. No more hiding it with one dumpster. -Rearranged the in game help since <framesets> totally fail inside gmod. -Added a new melon: Flak Cannon. This melon does very little damage, but has a chance at knocking flying melons and props out of the sky. -Made a steam community group to find players. -You can no longer build spawn points near uplinks. [url]http://steamcommunity.com/groups/WMRTS[/url]
[QUOTE=Lap]Which is why it's been a gamemode for the past few weeks.[/QUOTE] Huh maybe its your server host? As for the group here's hoping it goes far i'm joinig it right now! So far its been good work. It would be nice to see some new melons but all in all it's just bugfixes that are needed at the moment.
[QUOTE=thisguy123]Huh maybe its your server host? As for the group here's hoping it goes far i'm joinig it right now! So far its been good work. It would be nice to see some new melons but all in all it's just bugfixes that are needed at the moment.[/QUOTE] My server has been testiing the gamemode for the last few weeks. There's no problem with the host. You just got the flak melons yesterday. What bugs besides the server crash do we still need to fix? Here are the most recent changes: -Spawnpoints and outposts are buildable only on the world now. -Fixed a lot of tool exploits including all the explosive ones -Donator tool can donate by targeting a player with the toolgun -Hoverballs, thrusters, and wheels can now be duplicated. They also have health, cost NRG, and are team colored. Wire versions temporarily disabled. -Nocollide has been banned as have several other more obscure tools. -Wire Forcer costs NRG (dependent of length and force) -Spawnpoints and outposts need to have a line of sight to harvesters for them to deposit NRG.
Well, here's a few things I noticed that could use changing balance wise: The Resource Generator Posts (The one's you capture, not the Mining Nodes) don't give enough NRG to make them a viable strategic resource. I wouldn't change this much for fear of over-compensating, but as it stands the Posts can be safely ignored by players. Another thing I noticed is how infinitely better AND easier it is to just make a floating vehicle and forget about land based. I'm just tired of seeing the same "Couch with hover-balls filled with Melons and Medics" That is always present. Shouldn't Air units be harder/more expensive to make then ground based units? I would recommend making Hoverballs REALLY expensive. This would force players to either make hard to design thruster based Aircraft, or stick to the ground more. And finally, Players have no reason to make big contraptions. Why do that when you could just fill a small prop to the gills with tons of melons? While not a popular choice, I think that perhaps welded Melons should have a minimum space between each other. From your perspective, I guess that would mean running a check when spawning a welded melon checking if its within a certain distance of another melon, and canceling the spawn if it is. This also fixes a balance issue with massed Medics inside a prop. Thanks man, for both this great gamemode, and your openness to user input.
The hoverballs are expensive enough as it is. And you want to make it even MORE expesnive??? That's not a good idea, seen as how I'd rather use air vehicles than land/sea. (since I'm not too good at making land vehicles, and don't even get me started on sea vehicles. (litterely, I don't like building boats, except for in pirate like gamemodes))
These are the kind of posts I should be getting. Use this as an example. Provide reasoning and suggestions instead of "X is overpowered or shitty". [QUOTE=Shofixti] The Resource Generator Posts (The one's you capture, not the Mining Nodes) don't give enough NRG to make them a viable strategic resource. I wouldn't change this much for fear of over-compensating, but as it stands the Posts can be safely ignored by players.[/QUOTE] 1. Resource nodes can run out. 2. Most players are idiots and peaceniks. I rarely see people attack each others harvesters, which is the reason for the resource node domination. 3. The values of capture points vs resource nodes may be tweaked but resource nodes will always give you NRG must faster. This is because they have an initial investment and can easily be killed. Harvesters also become outdated when all the resource nodes are gone. So long as players sit around jacking each other off you will always see this problem with resource nodes. [QUOTE=Shofixti] Another thing I noticed is how infinitely better AND easier it is to just make a floating vehicle and forget about land based. I'm just tired of seeing the same "Couch with hover-balls filled with Melons and Medics" That is always present. Shouldn't Air units be harder/more expensive to make then ground based units? I would recommend making Hoverballs REALLY expensive. This would force players to either make hard to design thruster based Aircraft, or stick to the ground more.[/quote] 1. Land vehicles are still amazing, but most people suck at building them (see example of pie_lord's above post). My battlecar I frequently use costs about half as much as a flying vehicle and is far faster. It IS more expensive to make a flying vehicle. 2. Now that flak is around I've been seeing a lot less flyers in general. Although flak won't bring down hoverballs, it can turn on gravity for any props than have it off. This can result in the contraption crashing or losing control. I am considering making flak have a small chance at temporarily reducing the strength and speed of hoverballs. 3. Hoverballs can now be killed (though wheeels and thrusters can too). Wheels are stronger than hoverballs, so thats a plus for ground vehicles, but those health is up for tweaking. 4. Those things beings said, I'm still considering making hoverballs more expensive despite all the whining that will be directed at me. I already made them slightly more expensive by making the speed of the hoverballs matter. The current equation is: (strength * 2500) + (speed * 1000)) * server_settings.Int( "WM_HoverCost", 1 ) [QUOTE=Shofixti] And finally, Players have no reason to make big contraptions. Why do that when you could just fill a small prop to the gills with tons of melons? While not a popular choice, I think that perhaps welded Melons should have a minimum space between each other. From your perspective, I guess that would mean running a check when spawning a welded melon checking if its within a certain distance of another melon, and canceling the spawn if it is. This also fixes a balance issue with massed Medics inside a prop.[/quote] 1. I think the main reason for building a big contraption are things like cannons. Enemy cannons, chaos cannons, and bombs/mines really punish players who do that. 2. As further punishment, all melons have some sort of death explosion. Most of the time this doesn't make too much of a difference, but in contraptions with tight spacing the explosions can easily chain reaction and blow everything up. 3. I'm implementing melon limits to combat lag and encourage contraption building. Eventually you'll hit a limit and you're going to want to build vehicles to make your current melons more useful. Thanks for the well written post.
I feel both glad an insulted at the same time. Although the insult was very little and not meant. (where you acknowledged my statement about me sucking at building land/sea vehicles) And... Damn! I really wanted to keep using fliers. =/ If only they would stop momentum as easily as land vehicles. (in order to make them stop the momentum you have to put air resistance, which greatly reduces the speed. :() Which makes me very compelled to start making land vehicles. And uh... I have a small suggestion... A command that is like "wm_rules" except instead of making everything do that, you would only be able to spawn cannons, and the soon to come melee melons. (don't forget props) This would be for pirate melon ship battles. :D Yeah... If this idea is retarded, I would completely understand if you flamed me. (just as long as I understand the reasons for the flame (sorry if I talk too much about pirate suggestions, I just love those kind of battles.))
Use order cores with high braking power to stop momentum of flying vehicles. An only cannon thing is not going to happen. Just play with your friends and ban idiots that don't play by your rules. Latest developments: -Antithrowing code perfected and implemented. No more throwing shit around. -Server limits for barracks/factories, props, and melons. Player info cards reflect that. -Outposts now slowly heal all nearby melons and props. Barracks, heavy barracks, munitions factories, order cores, wheels, thrusters, and hoverballs can now be spawned in their radius. Outposts now better fulfill their roles as vehicle repair/rearm areas and fortifications. (Although also not a change I'd like to remind those who forgot, they can take NRG from harvesters.) -Baseprop tool can now be right-clicked to modify the health (and therefore the weight) of any prop. Reload now checks cost of the primary fire. -Forever fixed wire explosives, turrets, etc. I may split the baseprop tool into two tools so that I can add another useful function. I'd like to make it so that the baseprop tool can select a model by copying it from the world, so that might come tomorrow. I'm still deciding on if I want to split it yet. I might do some more stuff with the infocards. Putting some fun stats on there like "Total melons killed/lost" or "rounds/won or lost". I could easily make it save permanently and also have per match stats. I'd at least like to do the per match stats for melons lost/created/killed.
A suggestion would be a tool that you can change prop's hp's with. Like the legalizer used to do before you changed it to only accept non warmelon props. This is because you might want your good looking stuff have much hp also. Another tool could be some sort of vehicle base buyer. Works like adv dupe. You select from a list of files to spawn like the hull of a vehicle that you then can build on. To make this more popular you should have it costing a bit less to spawn from.
[QUOTE=kp3]A suggestion would be a tool that you can change prop's hp's with. Like the legalizer used to do before you changed it to only accept non warmelon props. This is because you might want your good looking stuff have much hp also. [/QUOTE] Already implemented. See my previous post. Also, the legalizer never worked on baseprops. [quote=kp3]Another tool could be some sort of vehicle base buyer. Works like adv dupe. You select from a list of files to spawn like the hull of a vehicle that you then can build on. To make this more popular you should have it costing a bit less to spawn from.[/quote] I've been wanting to do this for some time, but no one I've asked has gone through with my request. Basically, I want to release a pack that comes with WM:RTS that can just be placed in the public folder for advanced dupe. I have a few right now, but I simply haven't had time to make as many as I'd like. Once they're made we can see about giving them a discount or not. Anyone who wants to submit vehicles let me know.
I am not sure if this is a bug: Right clicking the hoverball stool does check the price but unfortunately spawns a hoverball which deducts from NRG.
[QUOTE=Datsun]I am not sure if this is a bug: Right clicking the hoverball stool does check the price but unfortunately spawns a hoverball which deducts from NRG.[/QUOTE] Yea, your pretty much boned if you do that with any of the thruster/wheel/hoverball tools. It's just the way the hook works. I can't tell which button your hitting. Maybe one day I'll find a fix. Actually I found a work around. I'll fix it soon enough.
[QUOTE=Lap]Already implemented. See my previous post. Also, the legalizer never worked on baseprops. I've been wanting to do this for some time, but no one I've asked has gone through with my request. Basically, I want to release a pack that comes with WM:RTS that can just be placed in the public folder for advanced dupe. I have a few right now, but I simply haven't had time to make as many as I'd like. Once they're made we can see about giving them a discount or not. Anyone who wants to submit vehicles let me know.[/QUOTE] I've done a few.
I could do some space vehicles. Of course, the only problem with that is the lack of vehicle spawning - I have an incredibly reliable method of space flight, but it requires a pod controller. No spacebuild stuff either because I hate Spacebuild, SpaceBox <3
I think the flak melons could use some more range. For example: Compare a base with 4 flak cannons vs a flying couch with 4 machine gun melons. The winner one would think would be the flak cannons being that they are anti-air. Unfortunately the range of the machine gunners is much longer than that of the flak cannons. The result is that the flying machine gunner couch conquers a base with anti-air melons because it is hovering above the range of fire. I think some more range/firepower would be good. Possible limit the angle of fire to melons that are above it or something for balance.
[QUOTE=StickyNade]I could do some space vehicles. Of course, the only problem with that is the lack of vehicle spawning - I have an incredibly reliable method of space flight, but it requires a pod controller. No spacebuild stuff either because I hate Spacebuild, SpaceBox <3[/QUOTE] Luckily for you I don't use anything from spacebuild, only SpaceBox. Even luckier, you may now use vehicles. [QUOTE=Datsun]I think the flak melons could use some more range. For example: Compare a base with 4 flak cannons vs a flying couch with 4 machine gun melons. The winner one would think would be the flak cannons being that they are anti-air. Unfortunately the range of the machine gunners is much longer than that of the flak cannons. The result is that the flying machine gunner couch conquers a base with anti-air melons because it is hovering above the range of fire. I think some more range/firepower would be good. Possible limit the angle of fire to melons that are above it or something for balance.[/QUOTE] I've already made the MG and the flak have the same range now. I'm still tweaking it. However, the machinegun couch will always win the fight. Flak is antiair, but it is meant to be anti-fighter and light fighter. This is to stop the laziness I kept seeing where some players would build nothing but no gravity fighters and swarm around the map (which is still a bad strategy, but when you're playing noobs it doesn't matter too much). When fighting an air battleship or platform you need to treat it the same as you would a normal vehicle except I'd focus on killing the hoverballs. I may also be increasing the weight of some stuff, especially flak, so that we see less of it flying around. Limiting the firing angles is hard as hell since I forgot trig. I still need to use angle/vector magic to fix the lasers and make a melon that fires in parabolic arcs, but I'm too stupid at the moment. It's been another huge bunch of changes today. Many of which are on the backend, but everyone should be noticing the changes as I've fixed some long time problems. [b]RECENT CHANGES:[/b] [b]-MELONS CAN TRAVERSE HILLS NOW AND NO LONGER GET STUCK[/b] [i]This is a huge change. I redid the melon movement to allow a very tight control over melon speeds. It is now super easy for me to tweak an individual melon types speed, without making it unable to go up a speedbump. Even the huge steep ramps of superstruct are now traverseable. This opens up many, many, more maps for play. The melons DO NOT slow down going uphill, so to make the high ground still important this is balanced by the fact that melons can easilly lose control and slide back down the incline if they get pushed/exploded hard enough.[/i] [b]-Maps may now have multiple map feature (res nodes, cap points, uplink, etc.) configurations.[/b] [i]They can be randomly chosen each time or selected by number. This should make for far more replayability for each map. Hopefully I'll have at least a couple configurations for each map, with a few more for those popular maps like wm_castles. Maps can also contain information on the maximum team size, starting NRG, speed modifiers, capture point modifiers, resource node modifiers, and some other smaller stuff.[/i] [b]-Added warmup time[/b] [i]Server can set an amount of warmup time where players cannot command melons or gain NRG. This is there to allow slower computers to load the next map and not put them too far behind.[/i] [b]-Vehicles can now be spawned (just not the jeep, jalopy, and airboat).[/b] [i] Have fun piloting your creations guys! Wire adv dupe support is coming soon![/i] [b]-Made damaged props maintain their team color while damaged.[/b] [i]A damaged blue prop with turn very dark blue instead of just gray/black.[/i] [b]-Found a crash related to loading the gm_superstruct map.[/b] [b]-Made my own server my crash resistant. It seems to be having an effect.[/b] [b]-Expanded the idiot proofing of help and chat commands.[/b] [b]-Laid groundwork for fog of war, though GMOD is fickle and will likely never allow it to work properly.[/b] [b]-Added support for spacebuild maps. Intergalactic conquest is now fully possible![/b] [b]-On request I have started accepting donations to my paypal account [email]l_a_p@hotmail.com[/email].[/b] [i]I may be implementing some perks for donating. This is not Sassilizaition! I am not giving players anything that gives them an unfair advantage. Things I would give would be voting rights, reserved slots, custom melon skins, sounds, etc. I will continue development regardless of any money received. Thanks for your encouragement.[/i] [b]MAP ADDITIONS/CHANGES:[/b] [b]Added:[/b] -ose_tundra [i]A varied, all land, semi-symmetrical map[/i] -ose_caves [i]Two configurations: Both are essentially the same, with resource nodes in the caves, but one version has an uplink in the middle while the other has more resource nodes (including a juicy unlimited one).[/i] -ose_thebase_b1 [i]Two configurations for this one. Each one has spawn points preset. One version is a four team brawl, the other is a six team match with one central player in a very powerful position[/i] -ose_antlioncoast [i]A more linear version of wm_highlands[/i] -wm_fogofwar [i]The alpha test of a new map by Shofixti. This is the first map made specifically for WM-RTS (oddly enough I told him to make it almost all flat...and then I fixed that problem). It was made in less than two days and it's his first map so be gentle. It's an assymetrical map bisected by a river. The fog in this map is pretty brutal like gms_stream.[/i] -gms_nowhere [i]A cave, a stream, and the ocean. Semi-symmetrical[/i] -gms_affection [i]What was once too hilly is now fine and dandy.[/i] Next up: -Full adv dupe wire support -Build time for superweapons and possibly ALL units (this is a huge change that should address the problems of instant defenses). -Hud -Timelimit -Another victory condition -Scenario creator -More maps
Oooh, vehicles? I have a perfect airplane system for pod controllers in wire. [b]Edit:[/b] Also, could we get a homeworld style move order system? Spacewars is extremely difficult because I can't order units to go to a specific point in space, only to the skybox or nearby asteroids or something.
You added my map :D
[QUOTE=StickyNade]Oooh, vehicles? I have a perfect airplane system for pod controllers in wire. [b]Edit:[/b] Also, could we get a homeworld style move order system? Spacewars is extremely difficult because I can't order units to go to a specific point in space, only to the skybox or nearby asteroids or something.[/QUOTE] I totally don't mind people making cool vehicles, but I gave a knee-jerk reaction to all the idiots that would come in, spawn an airboat and ram stuff. Homeworld style move system is probably never going to happen. I don't even know what I would be able to target. Maybe if I used the player as a base and extended out some ghost entity to target. Maybe client side entity way points, but really I doubt any of that will work. Spacebuild is definitely for experts right now. Kp3, which one is your map?
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