• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
[QUOTE=343N;18181779]Ok, Im starting to get the hang of the gamemode, but there is one problem, I try and select the melons, the sphere appears, I make sure the melons are in the sphere, and I let go of the primary fire, and it says " 0 melons selected". I can't order them either.[/QUOTE] Make sure the "Mobile and Commandable" box is checked.
Just reminding everybody that using +wmselect is a much easier way to quickly select units. Just sayin', you know.
I still want those variants, I can't figure out how to create them.
Make sure to add space maps to your server It is so much more fun in space.
I have draged all of the files into my main garrys mod folder (data to data addons to addons and whatnot) and when i launch the game there is no option to pick it as the gamemode for gmod and i cant find away to get it working. any help guys?
Hah...it is November 7th where i am (north America canada) still no dwnload?
Harvester's don't seem to be able to fly properly in space. Sad day. I was really hoping to have a space ONLY match going on :C Another thing is that ZOnly for the order cores don't seem to work. I had an expression set that would turn on ZOnly whenever I hit use, and debugger says its going through to the core but the core is ignoring it. Lastly, outposts don't seem to place. We get charged for placing them, but the outpost doesn't actually place.
[QUOTE=StickyNade;18260377]Harvester's don't seem to be able to fly properly in space. Sad day. I was really hoping to have a space ONLY match going on :C Another thing is that ZOnly for the order cores don't seem to work. I had an expression set that would turn on ZOnly whenever I hit use, and debugger says its going through to the core but the core is ignoring it.[/QUOTE] They are not wire compatible. None of the melons are wire compatible due to user abusement. ZOnly means that the order core will not use the Z Axis when you order it to move. This is good for various nonflying contraptions. Due to the nature of most spacemaps, you would have to actually make a "bridge" of sorts in space to allow your harvesters get to the required NRG Nodes. That is only required for NRG nodes located in space itself, such as asteroids and such.
I have been playing this game mode for a good part of the day today and have grown quite fond of it. There are however some issues with the community exploiting certain map glitches as well as creating bombardment airships that decimate everything. I'll admit I made floating platforms as my first contraptions but that was only because I couldn't get my ground vehicles to work right. Now however, I'm quite proud of my tank. It took a couple tries as people don't listen to "truces" but all in all I like how contraption building is with this GM. It's an interesting take on it. However making fliers is very hard to do without hoverballs. One major complaint I would have to make would be with the Flak Cannons. One shot and hoverballs fall to the ground? Something has to be done to make that less cheap, it's bad enough the flaks pound the crap out of the contraption let alone disable it with every shot.
[QUOTE=Jurikuer;18270778]I have been playing this game mode for a good part of the day today and have grown quite fond of it. There are however some issues with the community exploiting certain map glitches as well as creating bombardment airships that decimate everything. I'll admit I made floating platforms as my first contraptions but that was only because I couldn't get my ground vehicles to work right. Now however, I'm quite proud of my tank. It took a couple tries as people don't listen to "truces" but all in all I like how contraption building is with this GM. It's an interesting take on it. However making fliers is very hard to do without hoverballs. One major complaint I would have to make would be with the Flak Cannons. One shot and hoverballs fall to the ground? Something has to be done to make that less cheap, it's bad enough the flaks pound the crap out of the contraption let alone disable it with every shot.[/QUOTE] I agree, maybe create a vote like. "/votetruce;time;player(s)" Also the hover balls are REALLY expensive. In my experience it is easier to just make a heavy barracks and spawn fighters. They are more useful and cheaper against any half assed expensive contraption besides an air one. I really have no problem with flak cannons, I've survived multiple hits. Maybe you just got unlucky and it hit it a certain way?
[QUOTE=Lap;18161905]I love SVN's and there absolutely will be one up. Only trouble is the models/textures aren't in the same directory (they're in addons) so any models or content will have to be set up almost like another SVN.[/QUOTE] Hey man, if that's what it takes I'm all for it. Or just have people download models seprate so you can constantly keep the code updated, I mean, you really only need to download the models once, right?
[QUOTE=Mooee;18302518]Hey man, if that's what it takes I'm all for it. Or just have people download models seprate so you can constantly keep the code updated, I mean, you really only need to download the models once, right?[/QUOTE] Yeah. I haven't had or made any time to remake any of them. Even though I have gotten much better in modeling, I really haven't created something note worthy.
[QUOTE=StickyNade;18260377]Harvester's don't seem to be able to fly properly in space. Sad day. I was really hoping to have a space ONLY match going on :C Lastly, outposts don't seem to place. We get charged for placing them, but the outpost doesn't actually place.[/QUOTE] For space battles you might want to just use cap points (less lag too). However, I do realize I neglected space combat since most people have enough problems with ground fighting. I modify the space script to make harvesters function properly in space. Don't know what the deal is with the outposts on whatever server you were playing on. They seem to work fine on the official server and my machine. [QUOTE=Jurikuer;18270778]I have been playing this game mode for a good part of the day today and have grown quite fond of it. There are however some issues with the community exploiting certain map glitches as well as creating bombardment airships that decimate everything. I'll admit I made floating platforms as my first contraptions but that was only because I couldn't get my ground vehicles to work right. Now however, I'm quite proud of my tank. It took a couple tries as people don't listen to "truces" but all in all I like how contraption building is with this GM. It's an interesting take on it. However making fliers is very hard to do without hoverballs. One major complaint I would have to make would be with the Flak Cannons. One shot and hoverballs fall to the ground? Something has to be done to make that less cheap, it's bad enough the flaks pound the crap out of the contraption let alone disable it with every shot.[/QUOTE] "Community issues" are really just that. I can't fix the community and I can never take out the need for good admins. Even most of the WM maps aren't entirely exploit proof either for performance reasons or simply because the mapper overlooked something. They can't put trigger hurts everywhere (though granted, some of the maps are easier to exploit than others). A quick ban of these people has always worked fine with the official server. Also, if you are playing on your server you will likely have more tools than the official server. These tools were not made with WM in consideration and many of them simply allow you to cheat, so watch out for that. There have been a lot of discussion on hoverballs on the WM forums (wmrts dot proboards dot com). The long standing problem is that people get lazy and then just stick as much shit as they can on a hoverball, sometimes without any actual hull. The easiest solution was to raise prices so people would focus on ground vehicles. One solution I'm working on and will release are porting over hovercraft style tools. These function by staying X units above the ground below them. They don't fly up and down so you don't have to worry about people bombing your base from orbit. They are cheaper than hoverballs and also give new players that have a hard time building land vehicles another option. They also do a good job on rougher terrain. Hoverballs are not taken out in one hit by flak. Flak instead temporarily reduces the power of a hoverball that gets hit. So if you decide to use the bare minimum to get your airship afloat than yes, a single shot does have the ability to ground your ship for a bit, but if you build with more power than needed the extra expense should pay off in survivability. Flak also currently does 1 dmg to anything in the radius of the explosive. So bombardment ships are too powerful and so are flak? I'm getting mixed signals here. As for next update I'm shooting for: -SVN for the code updates. -Some bug fixes -Minor balancing -Maybe the hovercraft option I mentioned -Releasing all the official WM server variant files. -First version of WM Manual and all server ConVar documentation. -WM Encyclopedia updates. I'm also looking for a new outpost model if anyone is willing to make one.
I was just wondering if anybody else can't get SP to work with MelonWars. It just doesn't show up in my Gamemodes list.
[QUOTE=aX Banano;18343902]I was just wondering if anybody else can't get SP to work with MelonWars. It just doesn't show up in my Gamemodes list.[/QUOTE] That's because for some reason the "info" file is not where it is supposed to be. Find it and move it to the melonwars directory in gamemodes.
Ah thanks alot, thats what was wrong with mine
I would also like for missiles from the munitions factory to have their torque increased so that they can turn more effectively. As it is, if you make a launchpad designed to throw the missile into the air, they won't hit their target. In fact, if the missile moves at all since spawn, it won't hit the target. [b]Edit:[/b] also target tracking checkbox that puts in active tracking for a radical decrease in splash or something, that way we have good defense against high-altitude bombers without resorting to messy aerial dogfighters that are impossible to control.
thanks man this is my favorite mod so far keep up the good work! i only have one problem, i cant get to command my melons to move like in the other warmelon servers i binded the keys but it says unknown command wmorder and the other one. and yup this is awesome.
This gamemode is downright brilliant.
:ohdear: I still would like those map variants...
Got an issue where my vision on the gamemode is blurred. like doubled up. can you disable this in any way or knwo of a fix? using ULX and Assmod
Turn off the radar. It does this for some reason.
Yea i figured it out. lol, any fix for that soon? Radar would be nice XD. Anyway its woring on my server just sirtin map and list out. Also is there maps with the recorce and pop cap points already on?
Sorry for two day bump, But I cant seem to find where I download all the stuff... The links on the first page are all messed up except for a few q.q Halp?
[QUOTE=BobbahBrown;18765910]Sorry for two day bump, But I cant seem to find where I download all the stuff... The links on the first page are all messed up except for a few q.q Halp?[/QUOTE] Indeed! The only link I can find leads to the very first public release of the addon. No doubt there have been patches and whatnot since then.
Read the entire thread next time, this was just on the last page. [url]http://www.facepunch.com/showpost.php?p=18144087&postcount=926[/url]
Well, for some reason on every map I get missing textures. I don't know what to do. I don't have css, hl:source and zeno clash. If anyone can help me out.
Well what maps are they... you can use any map from any game you know.
more than likely your missing a CS:S texture. some people have them to download on the intyernet if you look but i would reccomend buying it. Also i found my issue with the blur. Turn the radar off, shame it doesnt work without the blur :<, maybe a fix for the future?
Yeah, some maps works like a charm, I'll make a list of the maps that I have problems and check if they use css textures.
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