[url=http://www.mediafire.com/?707arle6pao8dld]Download is here.[/url]
Sorry for the delay, I sort of, forgot...
Does this need ep2? I read something about flechette.
[QUOTE=santiainen;23958332]Does this need ep2? I read something about flechette.[/QUOTE]
I am not sure if it uses Ep2 anymore or if it still does. The plasma cannon melon shoots flechettes at the enemy so you may see errors flying if you do not own Ep2. It has been awhile since I played WMRTS. Correct me if I am wrong, but I think Lap fixed that issue so anyone can see them.
This whole "switches to sandbox thing" is really a non issue.
sv_gamemodeoverride WarMelonsRTS
This is also the only way to make sure than maps don't automatically change the gamemode to something else. In this way you can play any map regardless of what it was originally created for (like the Onslaught evolved ones). Thanks for uploading a fix anyways though.
Episode two is probably no longer required as I remember one of last things I did was change plasma cannons from shooting inaccurate flechettes into a very slow moving plasma ball (basically, something to kill capitol ships and fortresses).
Also, I've got a special treat for everyone still interested. I finally dug up all the old variants (the things that populate the maps with resources and such).
Here are all the files. I don't guarantee they are all good (the CS ones in particular suck), but they are from the official server. This WM-RTS directory must be present in the data folder of the server (should look like 'data\WM-RTS\variants').
Also inside are folders labeled scenarios, propfiles, and melonfiles. These are rarely seen and pretty much no one but me knows what they do sooooo.....
[release]Scenarios- [B]Want to play tower defense/survival mode?[/B]
I developed an extremely obscure mode only a few people ever got to play. You and your teammates need to survive increasingly harsh waves of enemies and see how long you survive. High scores are recorded. The only map I made one of these for was wm_battlepit_v1. Build your base in the middle and try to survive.
To play it, put
WM_ScenarioMode
1
in a variant file. wm_battlepit_v1 already has a survival variant and should automatically start if you play this map.
--------------------------------------------
The propfiles and melonfiles folders show demonstration of how to make maps that come with melons and entire bases prespawned. In one of the variants for wm_castles_v2 there will be a neutral "barbarian" base with melons on patrol, guarding resources.
Modders who want to can take any map and make a scenario where one side starts with a base, and the other starts with an army of melons or whatever.
---------------------------------------------------------------------
Lastly, the rarely seen Phantom gamemode, which should be described in the encyclopedia can be turned on by WM_ScenarioMode 13. The common gamemode Assassin, where each player has a target to kill, can be activated by WM_ScenarioMode 10.
These two modes have only been lightly tested.[/release]
[URL]http://www.mediafire.com/?pda1jp7wo4cjxqt[/URL]
I also have the converted maps from Empires if anyone wants them.
I decided to just throw the variants into the main download and throw it up on garrysmod.org. This version also contains the modified advanced duplicator files that are 100% required if you want to have working dupes using WM.
[URL]http://www.garrysmod.org/downloads/?a=view&id=107181[/URL]
[Surprise, surprise, the reason i stopped using the org...file is reported already]
Thank you lap, this is gonna' be awesome. Just need some friends.. hmm... I'm launching Gmod as we speak.
[editline]11:02PM[/editline]
wm_scenariomode does not exist, I found wm_scenariopregame though.
Awesome lap, I got my own srv with wmrts, and already had a few variants, but I still had alot to do, but now I could dl them from you XD.
Any chance of getting all the maps from you? I got over 20 already, but I bet there is some I dont have.
[QUOTE=343N;24034347]
[editline]11:02PM[/editline]
wm_scenariomode does not exist, I found wm_scenariopregame though.[/QUOTE]
I think scenariopregame is a warmup timer that only works with scenarios.
Anyways, I was mistaken on WM_ScenarioMode. It is not a console command. It is an internal variable. The only way to trigger it is to write:
WM_ScenarioMode
#
in a variant file. The survival variant for WM_battlepit_v1 already has
WM_ScenarioMode
1
which tells the game to do survival mode.
Note that WM_ScenarioMode is case sensitive.
Feha- I'm not going to upload a complete collection or something like that, but I can fill in for known missing maps. Though I don't know, I hear you've been shit talking behind my back.
This is odd, for some reason the variants you released are not compatible with my version of wmrts, and actually look very different in the txt (has linebreaks, while the ones I make in my server does not).
I know I shouldn't say this, but there is no server with it.
I may put it back on my server soon it people are willing to play.
[QUOTE=Jova;24090632]I may put it back on my server soon it people are willing to play.[/QUOTE]
Lots of people are willing to play it, and you know.
[QUOTE=Maximo13;24131472]Lots of people are willing to play it, and you know.[/QUOTE]
Unfortunately this is one of the hardest gamemodes to host of any game I can think of. I can only prevent so many exploits with tools and someone is always going to find a way to break something. Without admins to ban these people the gamemode degenerates quickly.
It also requires a very fast CPU and a lot of bandwidth, in addition to needing things like variant files, extra support for modified advanced dupes, etc. It's very hard to just throw up a WM server in half an hour on a whim. It's the price that needs to be paid for so much customization.
I understand. I remember that two months ago there was a server hosting WM:RTS, but I never saw it back. We still had some fun doing alliances and betraying each other. Even my enemies laughed when I flung my Mind Control with the Physgun (I know it is limited, I kept making outposts) into their base.
Guys, need some help.
When people join the server, they dont see the capture points, nor other stuff, except the resource nodes. They cant spawn stuff or see the menu.
Does someone know how to fix this?
does this have skirishim ai or something?
Doesn't work. I try to spawn something. But I need money or something.
You mean NRG?
You need to spawn rescource nodes, and spawn points with the admin tools. Then save it in the F4 menu to keep it when it restarts.
Or set your NRG to a certain amout with the NRG set tool for admins.
[QUOTE=LiquidBullet;24216737]Guys, need some help.
When people join the server, they dont see the capture points, nor other stuff, except the resource nodes. They cant spawn stuff or see the menu.
Does someone know how to fix this?[/QUOTE]
Bumped it because i want to know :|
I was able to do things just fine earlier today. Was Treelor.
i cant select units with the weapon
never mind i fixed it
[QUOTE=StickyNade;24348041]I was able to do things just fine earlier today. Was Treelor.[/QUOTE]
Yeh, but that was because you already downloaded the contents from a other gameserver or just manually.
I think its fixed now. So dont mind me
Erm... Does anyone know this "Lap" as "L4ppy" or "Lappy"
Cause if so I think I know him, and the guy [I]I[/I] know is an awesome LUA coder so this could no doubt be him....
Last update broke this i think.
Do you mean the spawnpoint stool? Its broken on Feha's server.
Yea, its broken on my server too.
Lap. I need to ask you a question and please reply.
Are you still working on the WM:RTS mod or is it dead?
Because for about 2 days ago i had a full working version and then i downloaded the newest version from your download link and deleted the old version and now nothing of it works. Not one thing, i get errors evry i spawn a spawn point or a resurce node or cap point or oplink and when i spawn melons please help me. Or at least answer my question.
Ps. It is a Fucking nice mod you are making i wish i could do it like that and if you need another beta tester just ask me i have in long time wished to be a beta tester for some awesome stuff and this is very awesome.
please reply.
Hi, sorry I didnt notice the errors. I checked my bugreport log and apparently this was reported to me 8 days ago, so I checked into it. I think I fixed it on my server now, it had to do with 9 occurances of "SetAngles(Vector(" and 1 occurance of "SetAngles( Vector(" (and some other that isnt as easy to find using np++ find in files).
I heard a recent gmod update made setangles not accept vectors, altough I havent found any real confirmation on that.
Not sure if SetAngles(Vector()) used to result in Vector():Angle() or Angle(Vector()). Due to some tests with stuff I remember in which way they worked, I think it was Angle(Vector()).
The errors pop up in other addons aswell, but it isnt to hard to fix them ;).
For other people who got this error, simply change Vector( to Angle( and you should be fine. There is however some other occurances that is not like that, hope I found all:
[B]All those are the same lua code:[/B]
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_spawnpoints.lua:117] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_outposts.lua:74] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_resnodes.lua:25] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_uplinks.lua:24] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_cappoints.lua:23] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
melon:SetAngles (trace.HitNormal) -> melon:SetAngles (Angle(0,0,0))
I do not remember ever seeing those getting spawned in odd angles (The reason I think SetAngles(Vector()) used to do Angle(Vector())). Thus I make it always spawn with Angle(0,0,0).
[B]All those are the same lua code:[/B]
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/fightars.lua:54] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_strikers.lua:42] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
melon:SetAngles (Ang); -> melon:SetAngles (Ang:Angle());
Here it use a variable named Ang, which on line 22 in first file and 23 in second: local Ang = trace.HitNormal.
[B]All those are the same lua code:[/B]
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_cannons.lua:43] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_harvesters.lua:44] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/l_fightars.lua:52] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_mgs.lua:43] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/ordermelons.lua:55] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/pcannons.lua:41] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_snipers.lua:42] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/medics.lua:45] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_superweapons.lua:56] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
melon:SetAngles (trace.HitNormal); -> melon:SetAngles (trace.HitNormal:Angle());
This will make it have a better angle relative the surface you weld it to.
[@gamemodes/WarMelonsRTS/entities/entities/lap_mortar/init.lua:64] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
expl:SetAngles(angle); -> expl:SetAngles(angle:Angle());
[B]This error gets spammed clientside:[/B]
[@weapons\gmod_tool\stools\nobuildareas.lua:88] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
ent:SetAngles( trace.HitNormal ) -> ent:SetAngles( trace.HitNormal:Angle() )
This error spams clientside, probably because of a ghost. shouldnt matter what angle it has if its a ghost, so maybe just convert vector to angle?
Remember the tool is admin only.
Hope this helped, and I am sorry for taking such long time before reading my bugreport.txt :S.
[QUOTE=Feha;24897550]Hi, sorry I didnt notice the errors. I checked my bugreport log and apparently this was reported to me 8 days ago, so I checked into it. I think I fixed it on my server now, it had to do with 9 occurances of "SetAngles(Vector(" and 1 occurance of "SetAngles( Vector(" (and some other that isnt as easy to find using np++ find in files).
I heard a recent gmod update made setangles not accept vectors, altough I havent found any real confirmation on that.
Not sure if SetAngles(Vector()) used to result in Vector():Angle() or Angle(Vector()). Due to some tests with stuff I remember in which way they worked, I think it was Angle(Vector()).
The errors pop up in other addons aswell, but it isnt to hard to fix them ;).
For other people who got this error, simply change Vector( to Angle( and you should be fine. There is however some other occurances that is not like that, hope I found all:
[B]All those are the same lua code:[/B]
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_spawnpoints.lua:117] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_outposts.lua:74] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_resnodes.lua:25] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_uplinks.lua:24] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_cappoints.lua:23] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
melon:SetAngles (trace.HitNormal) -> melon:SetAngles (Angle(0,0,0))
I do not remember ever seeing those getting spawned in odd angles (The reason I think SetAngles(Vector()) used to do Angle(Vector())). Thus I make it always spawn with Angle(0,0,0).
[B]All those are the same lua code:[/B]
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/fightars.lua:54] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_strikers.lua:42] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
melon:SetAngles (Ang); -> melon:SetAngles (Ang:Angle());
Here it use a variable named Ang, which on line 22 in first file and 23 in second: local Ang = trace.HitNormal.
[B]All those are the same lua code:[/B]
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_cannons.lua:43] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_harvesters.lua:44] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/l_fightars.lua:52] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_mgs.lua:43] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/ordermelons.lua:55] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/pcannons.lua:41] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_snipers.lua:42] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/medics.lua:45] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
[@gamemodes/WarMelonsRTS/entities/weapons/gmod_tool/stools/lap_superweapons.lua:56] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
melon:SetAngles (trace.HitNormal); -> melon:SetAngles (trace.HitNormal:Angle());
This will make it have a better angle relative the surface you weld it to.
[@gamemodes/WarMelonsRTS/entities/entities/lap_mortar/init.lua:64] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
expl:SetAngles(angle); -> expl:SetAngles(angle:Angle());
[B]This error gets spammed clientside:[/B]
[@weapons\gmod_tool\stools\nobuildareas.lua:88] bad argument #1 to 'SetAngles' (Angle expected, got Vector)
ent:SetAngles( trace.HitNormal ) -> ent:SetAngles( trace.HitNormal:Angle() )
This error spams clientside, probably because of a ghost. shouldnt matter what angle it has if its a ghost, so maybe just convert vector to angle?
Remember the tool is admin only.
Hope this helped, and I am sorry for taking such long time before reading my bugreport.txt :S.[/QUOTE]
can u plz type where to change it? I mean wich folder? and wich file?
EDIT:
Can you pack the lua files to a .rar file and send them to me somehow? that could help me alot. Please help me!?
I get the same error´s as matias-dk and I would be happy to know where to put in the changes too :)
[QUOTE=smaily666;24907287]I get the same error´s as matias-dk and I would be happy to know where to put in the changes too :)[/QUOTE]
I am glad to see That I am not the only one :D
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