• WarMelons:RTS-Original Warmelons Reborn
    1,179 replies, posted
The super weapons are in the superweapons tool. The spawn points can be spawned by the spawnpoint tool. The manual is in the .zip you've downloaded and it contains some commands which I can't remember, they're vital if you want to command your warmelons. I'll see if I can upload the manual anywhere :)
I get errors when i make a spawn point anyone know why? it says [B]"entities/lap_spawnpoint/init.lua:55: attempt to index field 'BaseClass' (a nil value)"[/B]
It's probably because of Spacebuild 3.. I have it too with all the building parts. I can't link the buildings either (I think it's because RD3 uses a new linking tool :P) Could you please look into this, Oh mighty Warmelon RTS creator? I don't want to uninstall warmelons and I don't want to uninstall sb3.. I love both of them..
[QUOTE=mu ha ha]It's probably because of Spacebuild 3.. I have it too with all the building parts. I can't link the buildings either (I think it's because RD3 uses a new linking tool :P) Could you please look into this, Oh mighty Warmelon RTS creator? I don't want to uninstall warmelons and I don't want to uninstall sb3.. I love both of them..[/QUOTE] SB3 doesn't appear to be the problem from what I saw. RD3 might be. Anyone got a download link so I can try using RD3.
[QUOTE=Lap]SB3 doesn't appear to be the problem from what I saw. RD3 might be. Anyone got a download link so I can try using RD3.[/QUOTE] Send you the links ;)
Should be another release out hopefully in 1-3 days. I'm throwing out the change log in case I missed anything vital. [b]New features[/b] Cap points- A new way to gain resources for those who want a simpler battle with less resource worries. Cap points can be spawned anywhere and every thirty seconds the team with the most melons around them gains a variable amount of NRG as based on a server setting. These control/cap points should mean that all you need to do to start a quick match is to spawn a spawn point for each team and then have the admin spawn a few cap points. Prop creation-Added a server variable that causes ALL props spawned to cost NRG and be destructible by default. Melons will autotarget these props as well. No need for spawnpoints-Setting WM_buildradius to 0 allows you to spawn anything anywhere. More base props-For those who prefer using the baseprop tool, much more base props have been added. Generators create melons with the creators team by default. Wire can still be used to change this as you wish. [b]Fixes:[/b] -No more conflicting with Cannons! mod, though why you would ever use the two together I don't know. -Bombs have had their delay reduced so they work better. Same with chaos channon and mind control laser, but to a lesser extent. -"40 minute" bug fixed/minimized. -Minor lag reductions. -Fixed microwave laser, still can sometimes bug, but only if both it's target and itself are entirely motionless. -Got rid of some console spam. I had some requests to implement melons following on a keystroke like Megajohnny just implemented. I might stick that into next release. Adding a key to add melon targeting shouldn't be necessary with all the new baseprops and the option to have normal props be autotargeted, but if I get enough support I'll throw that in as well. Updating the manual and links should come around a little after release.
[QUOTE=Lap]Works instantly for me. The manual is also included in the download and it's one of the first files you see when you open up the zip.[/QUOTE] Pro-tip #3: Don't be a douche.
[QUOTE=Clockwork301]Pro-tip #3: Don't be a douche.[/QUOTE] Way to infer a highly condescending tone from a neutral, informative statement. Unless you are referring to making a manual being a terrible thing to do. Then I should probably stop writing them. I also should stop hiding them in multiple super secret locations so no one can find them. [img]http://img241.imageshack.us/img241/7008/omgsecretsxy9.jpg[/img] Update is chugging along, but that TF2 update sure is distracting. Last chance for suggestions if they are to make it in the next version.
Make buildings multipropped :D
I want melee-type melons!!! (melons that have lots of hp, get up close to their enemy, and hit them with an axe or a knife or whatever)
[img]http://img299.imageshack.us/img299/2246/locationxj7.png[/img] [b]In Linux_tiberium.lua you have physgun pickup hook RETURNING TRUE for ANYTHING that is not tiberium. This makes ALL OTHER PHYSGUN PICKUP HOOKS like in prop protection FAIL so please fix that :D just trash the "else return true" bit.[/b] Also the Tiberium tower fails to work (doesn't create tiberium for harvest), and spams errors in console.
[QUOTE=TErMinEiGht][img]http://img299.imageshack.us/img299/2246/locationxj7.png[/img] [b]In Linux_tiberium.lua you have physgun pickup hook RETURNING TRUE for ANYTHING that is not tiberium. This makes ALL OTHER PHYSGUN PICKUP HOOKS like in prop protection FAIL so please fix that :D just trash the "else return true" bit.[/b] Also the Tiberium tower fails to work (doesn't create tiberium for harvest), and spams errors in console.[/QUOTE] And I was wondering why my attempts for my own hooks always failed. Thanks. That's fixed for next version. Tiberium tower is semiconfirmed. I spawn it and it works, but I kept having it prefer vertical surfaces. Everything in the changelog I posted previously except cappoints is ready for next version. A nasty lua error is preventing me from release.
Can I help? Also the newest lynix tiberium works perfect in multiplayer so what's different in war melons that could screw it?
[QUOTE=TErMinEiGht]Can I help? Also the newest lynix tiberium works perfect in multiplayer so what's different in war melons that could screw it?[/QUOTE] I don't remember changing any part of it besides cutting out some buildings and stuff that was not 100% needed. I'll check again, but all the stuff that's there is unchanged (hence that problem with the physhook). There's no console errors to suggest I destroyed something that was needed. Currently the release problem is in this thread: [url]http://forums.facepunchstudios.com/showthread.php?p=11484721[/url]
O.O looks better than the first! I will go test!
Woohoo! Beta testers gave the next release the go ahead. The download will be up tomorrow (Thursday) once I finish making the changes to the manual. Most of the changes are listed in a previous post, but I'll repeat the big changes. Aside from implementing MegaJohnny's follow commands and a better targeting system there are two new great features: 1. Prop creation-Added a server variable that causes ALL props spawned to cost NRG and be destructible by default. Melons will autotarget these props as well. This even allows the advanced duplicator to be used in matches and actually deduct appropriate amounts (though all constraints will have to be redone. I suggest using smart weld/constraint). 2. Capture points completed! A new way to gain resources for those who want a simpler battle with less resource worries. Cap points can be spawned anywhere and every thirty seconds the team with the most melons around them gains a variable amount of NRG as based on a server setting. These control/cap points should mean that all you need to do to start a quick match is to spawn a spawn point for each team and then have the admin spawn a few cap points. I will likely make server config files to autospawn cap points on certain maps. This version also fixes a lot of bugs. Below is an image from a gm_blindfight with us doing a small water battle over three capture points (very small pylons in the picture). [img]http://img242.imageshack.us/img242/663/gmblindfightv10003pq8.jpg[/img] It is so much easier now to just start a server, throw up some cap points and go. Startup time can be less than a minute now if you just want to use cap points. Cap points also mean less lag and no need to worry about supply lines. (RD 2 is still required) [b]1.03 is released! Check the first post![/b]
OK, first bugpost of the latest version (I hope it isn't too hard to fix) When attempting to dup things I got an error saying that on line 19 the value 'health' was nil. The props then didn't cost anything and didn't arrive on a team or coloured. Oh, and by the way, the cap points are awesome. Already i've designed a mobile base specifically to roll up and sit on top of them while stopping anyone taking over. Altogether, nice.
Will you use a SVN repository to alternately host the files?
Rum101, I'll be releasing a patch in the next few hours that: 1. Let's you only spawn props around spawnpoints unless wm_buildradius = 0 2. Fixes the duplication of baseprops (currently you can use advanced duplicator to duplicate any contraption NOT made in WarMelonsRTS. 3. Changes some mass vs health stuff on the baseprops. 4. Made baseprops 100x less laggy. LBucket, I was thinking about an SVN and was always just too lazy to get one going. You just gave me the kick in the ass I need. I'll put one up ASAP. [b]Released 1.04 on both filefront and the new SVN[/b] [url]http://files.filefront.com/WarMelons.../fileinfo.html[/url] or use the new svn at: [url]http://warmelonsrts.googlecode.com/svn/trunk/[/url] I will try to use the svn from now on unless major changes happen. Changes from 1.03: 1. Let's you only spawn props around spawnpoints unless wm_buildradius = 0 2. Fixes the duplication of baseprops (currently you can use advanced duplicator to duplicate any contraption NOT made in WarMelonsRTS. 3. Changes some mass vs health stuff on the baseprops. 4. Made baseprops 100x less laggy. 5. Implemented MegaJohnny's idea for melons following barracks on spawn, though differently implemented. 6. Flying melon movement changed to make them less likely to fly off into oblivion. 7. New command: WM_healthtomass - Determines how heavy props are. 5 means that a 100 mass object has 500 health. 8. Fixed a bug with rally points of barracks. 1.02-1.03 changes are listed here: [url]http://stc-gmod.110mb.com/changelog.html[/url]
Now that I've got the SVN going I'm much more inclined to work on more features. There's not really the huge pressure of needing to make such big releases and there's less feeling of "it'll never be ready". So I've been fixing some bugs, unlagging some stuff and adding more duplicator support. [b]First new feature is the "mine" ability[/b]. By choosing to have the weld option checked while making bomb melons the bomb melon will spawn with no color as well as being very translucent. They can still be attacked by other melons, but human players will have a hard time even spotting them, let alone getting rid of them. Here's a picture of a mine. They're even harder to see when not selected. [url]http://img147.imageshack.us/img147/5111/gmflatgrass0000dl6.jpg[/url] [b]The next big feature I put in was "melon strikes"[/b]. Thanks to Mrak for the idea and for teaching me how env's work. Anyways, they are the melon equivalent of the headcrab canisters and they are a very powerful tool. An admin can choose to spawn a communications uplink tower anywhere on the map. There are multiple models for these towers, but they all look fairly distinctive. Shown below are the current models, not captured and therefore, uncolored. [img]http://img67.imageshack.us/img67/2089/osedoubletrouble20001ju2.jpg[/img] These capture exactly like normal capture points, but give no NRG. Instead, possessing one let's you call down a melon strike within a large area around the uplinks, once every two minutes. Putting one of these in the middle of a map is a great way to force people to leave their fortresses. Once a melon strike is targeted, a warning message will be given to all players and in fifteen seconds it will devastate whatever it hits AND start spawning 5-10 melons. They are perfect for breaching walls or an undefended back of a base. You can see an example of one hitting a bunker below: [media]http://www.youtube.com/watch?v=5j-9N4qhe8A[/media] I also decided to finally have fun for a little bit and enjoy my work. Tonight I decided to have a match with a friend and I made sure to have FRAPS on. I have a great battle to show. The map: gm_megastruct_final. The top was off limits and we only used 2/3 of the map. I started out going very aggressive and quickly took most of the map. I started getting a bit cocky and made a few too many suicide attacks. My friend was able to get enough resources to do what he loved best, making huge super fortresses. Since my friend spent forever jerking around in defensive positions making a super fort I was able to easily secure map control. Once he realized he was going to be 10k short of buying a super weapon he just used all the rest of his money on putting up an even more ridiculous defense. His base was actually a beauty to behold and the amount of NRG he had to have saved up was probably around 40k just to make it. Remember how I just introduced those mines? My friend loved having another way to layer his defenses. My first attack of little APC cars filled with melons ended in a massive failure. There were mines everywhere. The APCs that weren't instantly destroyed lost enough wheels to leave them sitting ducks in the middle of a kill zone. After my first attack to finish him off failed he had to leave. It really didn't matter since he had no more NRG and only a few commandable melons. I failed to break through the defenses a second time...even more humiliating since he was no longer even commanding. I finally finshed the tank I had been building a few minutes later. This film is how I killed his stronghold eight minutes later. [media]http://www.youtube.com/watch?v=4Je1bAoJ514[/media] I'll going to try to add more features every week. I'd love partnering up with a mapper to make some larger balanced maps. Side note, I also added the ability to give melons another waypoint using duck. Hopefully I'll get patrols down soon.
Epicness.
[QUOTE=Pie_Lord]Epicness.[/QUOTE] Thanks. Here's some more: [media]http://www.youtube.com/watch?v=k1BE3NWnjbw[/media] I've fully implemented waypoints and patrols. This allows for some really complex orders. If you want you can have a unit patrol 35 waypoints endlessly if you really want. They even work on barrack rally points. If you want to have it so that your barracks do a 10 waypoint sweep and then come back and follow another unit you can. SPRINT = Add waypoint DUCK = Patrol (must be used on last waypoint) WALK = Forces the melon to attack targeted entity. Even friendly melons and normal props can be targeted this way. USE = Melon will follow the target after executing all other waypoints. This is getting closer and closer to to an RTS and I'm loving it. I should have some more surprises for everyone in a day or two.
Currently requires CS:Source and RD2 OH NO! It was going very well until this, why do you need that? from the pitures it looks just like reskinned water melons and you could just make coustom textures
[QUOTE=Eltro10001]Currently requires CS:Source and RD2 OH NO! It was going very well until this, why do you need that? from the pitures it looks just like reskinned water melons and you could just make coustom textures[/QUOTE] Hah, I hear you. Wait like one day. I spent most of yesterday working on a "lite" version that does not need CS:Source or RD2. I'm just waiting to add one more feature that everyone should like. Last chance for quick requests.
Flamethrower melons, if they haven't been made. (I'm not exactly up to date on this topic...)
What about "carrier" melons??? Would basically be a really big melon that continuously produces "interceptor" melons, up to a count of twelve at a time. And ofcoarse the interceptor melons would have gravity off, so that they can orbit or whatever around the carrier. (ripoff of the Protoss Carrier from SC, anyone???)
Flamethrower melons have been discussed. I've had a lot of trouble trying to balance any model I make. Another obstacle is that I've only seen two good flamethrowers and both of them are either laggy or hard to code. Now that we've got superweapons, I wouldn't mind having a flamethrower superweapon even if it was kinda laggy since you'd rarely ever see them. I'll look into doing one. As for carriers, the best carriers aren't actually melons. They are small vehicles with barracks attached. By setting the followrange on the barracks, no melon will leave the radius of the barracks. This has been apart of the more recent orginal WarMelons by MegaJohnny for some time now. I use the same idea, slightly different code. Here's a video MegaJohnny made showing you a Protoss style carrier. [media]http://www.youtube.com/watch?v=PMjSHHZvCzM[/media] One of the surprises I've had in the works is "stances". All melons can now be changed to one of four stances at the touch of a button. These can be changed at any time. [b]Stand Ground[/b] = Standard oblivious melon behavior everyone knows and loves. [b]Defensive[/b]= Will autochase any unit in the area around the melon. If the target runs away or if there are no targets left in range the melon will move straight back to where it started resuming all previous waypoints, patrols, and leaders. [b]Offensive[/b] = Similar to defensive, but the melon will only give up and return if the target is either dead or if the target escapes far beyond what a defensive stance melon would chase. [b]Berserk[/b] =These are for melons you don't care about coming home (especially good with kamikaze bombs and flying fighters). Berserk melons will chase any enemy coming within a large radius of it. They will not stop hunting their targets and will continually acquire new targets if it can find any. They do not return on their own, ever. There's tons of things you can do with the waypoint and stance system now. Big bases and empires shouldn't have to worry about so much micromanagement. Before, an opponent could take a lot of long range units and snipe your melons while you weren't looking. While that is still possible, it is counterable if you have melons patrolling or with a stance that lets them come to the enemy should they start getting sniped. The following video shows a fighter melon patrolling the outskirts of a base and then encountering an enemy. The fighter chases the invader and destroys it. Accomplishing its mission, it resumes its endless patrol. No human interaction required. I apologize for youtube raping my video quality. Try looking at the higher quality version. [media]http://www.youtube.com/my_videos_edit2?ns=1&video_id=GdBdea2ZNc8[/media] There's a bunch of other changes and improvements. I'll spew those out hopefully in the next twenty-four hours. Most of the changes bring this mod extremely close to being its own gamemode (smacktard protection, randomized resource point spawns)and I could actually see having dedicated servers of it now. Any more suggestions for the list? Any ideas for new stances?
Yeah i have a question. When are you removing CS:S? if there already is a CS:S free version where can i download it? Apart from that i have no gameplay suggestions it looks perfect. but i think you could make some nicer textures aport from solid red and blue.
Dude, downloading a free version of CS:S is warez. Downloading warez is stealing. If you download warez, you will face the consequences. *cop shoots you in the back of the head* And instead of just using the barracks, why don't you use another one that uses a slightly different code, and call it "Carrier base" and upon destruction, all of the stuff it spawned blows up shortly after. (hopefully one after another really fast, just like the real Carrier effect. :D) And awesomeness on the stances. Will have fun making waypoints... Oh! Idea!: How about really powerful melons, admin only, take several superweapons to take one down. These would basically be like high level PKers that never heal in an MMORPG. (that don't attack people on their team, ofcoarse)
[QUOTE=Pie_Lord]Dude, downloading a free version of CS:S is warez.[/QUOTE] I believe he's talking about a WarMelons version that doesn't require CS:S. That should be out later tonight. Boss melons eh? I'll be releasing some adv dupe bosses soon. I'm still on the fence on actual boss melon entities.
Sorry, you need to Log In to post a reply to this thread.