[QUOTE=Pie_Lord]I forget, was it my idea to make it similar to the gatespawner or were you allready thinking about it when I suggested it???[/QUOTE]
Negative to that one. The parser was already half done when you suggested it.
Server will be up tomorrow. I'll release the autospawner code to the SVN tomorrow as well.
Awww ok ill be sure to get on tomorow!
Nice for getting the autospawner done so quick!
Hey how do you get war melons to fly? Also is there any way to play this in single player? I used to be able to then i updated the svn then I coulded whats going on there?
[b]Edit:[/b]
Help? Help? Any one?
Will be the server up today? I made some warmelons vehicles i want to battle-test :D
Please some one answer my question!
I could probably host a server for this, I doubt anything fancy though. Just for people to play on until the real server goes up.
[QUOTE=EragonRulez]I could probably host a server for this, I doubt anything fancy though. Just for people to play on until the real server goes up.[/QUOTE]
:O that would be cool! DO IT!
[QUOTE=Mini alien]Hey how do you get war melons to fly? Also is there any way to play this in single player? I used to be able to then i updated the svn then I coulded whats going on there?
[b]Edit:[/b]
Help? Help? Any one?[/QUOTE]
I don't know if anyone has any idea what exactly your problem is. Melons can fly if they have the gravity option unchecked.
Server's up with some more enhancements. Make sure you have the WarMelons map pack. It's on GarrysMod.org.
[QUOTE=Lap]I don't know if anyone has any idea what exactly your problem is. Melons can fly if they have the gravity option unchecked.
Server's up with some more enhancements. Make sure you have the WarMelons map pack. It's on GarrysMod.org.[/QUOTE]
Joining now.
Edit: Ooohhh!! can't right now!
[QUOTE=Lap]I don't know if anyone has any idea what exactly your problem is. Melons can fly if they have the gravity option unchecked.
Server's up with some more enhancements. Make sure you have the WarMelons map pack. It's on GarrysMod.org.[/QUOTE]
I mean I used to be able to set the teams then spawn them but now I can only spawn red and I can not spawn other teams now, is that good?
[QUOTE=Mini alien]I mean I used to be able to set the teams then spawn them but now I can only spawn red and I can not spawn other teams now, is that good?[/QUOTE]
You will have to switch teams to spawn other melons. :(
I don't know why that is though because it removes the point to have it be selectable in the tool.
[QUOTE=Jake_louston]You will have to switch teams to spawn other melons. :(
I don't know why that is though because it removes the point to have it be selectable in the tool.[/QUOTE]
But how do I switch teams?
To switch teams type: /join (# of the team you want)
But you should really read the manual. :P
[QUOTE=Jake_louston]To switch teams type: /join (# of the team you want)
But you should really read the manual. :P[/QUOTE]
Okay thank you very much! Also that is in the manual!?
Lol, no idea I found that on my own.
(Note to self, remind Lap to update the manual >.<)
[QUOTE=Jake_louston]You will have to switch teams to spawn other melons. :(
I don't know why that is though because it removes the point to have it be selectable in the tool.[/QUOTE]
If you're on team 0 (admin only) then you can set the teams of melons you spawn. In this way you can play singleplayer, yet not be annoyed with selecting your team for each tool during multiplayer.
Yea I'll update the manual some time. Whenever I spend time on the manual I lose valuable development time.
Say "/help" or type wmhelp in the console to bring up the in game help menu.
Ahh, thanks.
Thanks to everyone who came and played tonight. I found some more bugs with tools and fixed those. I was also able to fix a long time bug with the heavy barracks not replenishing troops.
I plugged another exploit, fixed a bug in the donator tool and balanced out flying plasma cannons a bit more. Thanks again to those who came to play.
The server will be up again tomorrow night. I might add some option for base props to be gravity free at 3-5x the normal cost.
Tomorrow I will likely be adding some victory conditions. One condition will be to have the last spawn point standing. Another victory condition will be obtaining a certain amount of NRG.
WM:RTS has reached the point where server admins aren't really needed. This will be even more true when I get these victory conditions working.
[quote=Lap]*snip of awesomeness*[/quote]
Kool! Also... Will there ever be melee melons???[/ontopic]
When you get bored/done with developing this mod... How about making one that's basically like a minion-based game. Start out with an obelisk, where you respawn (because enemy melons can attack/damage you), and one device (name it whatever you want) where you call melons out of it, and depending on how many CPs you have in your control, the number inside the device grows. (or just have it so you get 1 per kill) As well as NPCs dropping weapons. :D That your melons can pick up![/offtopic] (remember, it's just a suggestion if you want to do something different, but somewhat similar)
[QUOTE=Lap]Thanks to everyone who came and played tonight. I found some more bugs with tools and fixed those. I was also able to fix a long time bug with the heavy barracks not replenishing troops.
I plugged another exploit, fixed a bug in the donator tool and balanced out flying plasma cannons a bit more. Thanks again to those who came to play.
The server will be up again tomorrow night. I might add some option for base props to be gravity free at 3-5x the normal cost.
Tomorrow I will likely be adding some victory conditions. One condition will be to have the last spawn point standing. Another victory condition will be obtaining a certain amount of NRG.
WM:RTS has reached the point where server admins aren't really needed. This will be even more true when I get these victory conditions working.[/QUOTE]
Timezones :argh:
I'm only two hours behind him. :D
You might also have competition..
Mega Johnny's Improving Warmelons to combat this.
Expect MAXIMUM MELON.
-snip-
Pie_Lord:
Melee melons, maybe. Weapons for melons, definitely not. Special functions for some melons, in the works.
[QUOTE=Hemroid_Man]You might also have competition..
Mega Johnny's Improving Warmelons to combat this.
Expect MAXIMUM MELON.[/QUOTE]
A month ago that was the case. Now the "competition" is over. MegaJohnny fell a bit too far behind and I haven't seen him on much. The only thing he has that this doesn't is a more RTS way of having barracks build all units. I really don't like that method and it means that less contraptions and player built vehicles get used.
[QUOTE=Str4t0s]-snip-[/QUOTE]
If you see me running a LAN server it's because I forgot to use the right shortcut and still have it broadcasting to the master server. During these times I'm developing and you wouldn't want to join the server anyways. I break tons of shit and change the level every two minutes.
However, it wasn't for nothing. Here's what I've done today:
-Superweapons can no longer be spawned when enemy melons are near. This should stop the spawning of super bombs in the middle of enemy formations.
-Fixed some bugs with joining teams
-Fixed a compatibility issue with the contraption legalizer.
-Implemented a "hold fire" command. This can be given by holding down the USE key in combination with the stance select key. This does not conflict with any other stances. To resume normal "fire at will" behavior, hold JUMP and the stance select key, or use the force fire command. Barracks on hold fire will not produce any units. This is great for mobile munitions factories.
-Lasers now have their line of sight start from their actual fire location. This solves the problem of them not firing much of the time. They are about 3x as effective as they were before.
-Melons that cannot move by themselves can now be given targets. By holding use and starting a selection on an entity, you forcibly add that entity to the selection. You can also hold DUCK during this time to select all nearby melons of that type, regardless of whether they can move or not. This leads into the next upgrade.
-You can select all melons of the same type without hitting the type select key by simple hitting the +wmorder key while holding DUCK. If you hold WALK while doing this you'll select that type of melon [b]anywhere[/b] on the map. Otherwise it will only select those melons within a short distance. This is great for being able to get all your air units anywhere on the map, or just select the nearby cannons without having your base defense ones come along.
-Full compatibility with Stargate shields, cloaking generators, and wraith harvesters. Stargate shields and cloaking generators both currently cost 400 NRG multiplied by the size of their area of effect. This means a small shield or cloaking generator can cost around 40,000 NRG. A wraith harvester costs 100,000 NRG. You can use it as a makeshift APC, or a dastardly offensive weapon.
Shields are much weaker than default Stargate to better fit into this addon. They also require more energy to start up than normal Stargate.
Shields, cloaking generators, and harvesters are automatically targeted, team colored, and can be destroyed. Lasers, microwave lasers, mind control beams, and light fighters can all shoot right through shields and are a great counter to them. Watch out for things that shoot projectiles (like cannons) as they will bounce off and could possibly hit your own troops!
More to come soon so stay tuned.
[quote=Lap]wraith harvesters now cost NRG[/quote] So does this mean you fixed the bug where you can't use the wiring tool on anything while on a server with WarMelons:RTS installed???
[QUOTE=Pie_Lord]So does this mean you fixed the bug where you can't use the wiring tool on anything while on a server with WarMelons:RTS installed???[/QUOTE]
Considering those two things have nothing to do with each other...no. However, now that you remind me....*fixed*. I just fixed the problem with wire and some other tools. I also was able to knock down a minor sound bug with the uplinks and crush a problem with duplicating base props.
Next up:
-Victory conditions
-Feature spawner data for maps
-Vehicle packs
-Some movies
-APC melon/entity
Could you add like some kind of super unit? Also by super unit I mean like some thing that can not be stopped easily and costs alot of resources and every one is scared of and sends all their units to attack it and makes units like crazy and reinforces their base defences?
You mean like the mammoth tank in this video?
[url]http://www.youtube.com/watch?v=4Je1bAoJ514[/url]
You can easily just put superweapons on a large vehicle.
Please when making requests to ask for things that are remotely balanced.
Saying "I want a robot that uh, flies and kills everybody and is invisible and can teleport and shoots lasers that spawn more robots and..." etc. really just makes me realize that your like 8-10 years old and I should probably disregard anything you say.
Me likey... Me likey alot...
[lua]super_tanks = the_win
lots_of_figheters > half_the_light -> fighter_owner = win[/lua]
[QUOTE=Lap]You mean like the mammoth tank in this video?
[url]http://www.youtube.com/watch?v=4Je1bAoJ514[/url]
You can easily just put superweapons on a large vehicle.
Please when making requests to ask for things that are remotely balanced.
Saying "I want a robot that uh, flies and kills everybody and is invisible and can teleport and shoots lasers that spawn more robots and..." etc. really just makes me realize that your like 8-10 years old and I should probably disregard anything you say.[/QUOTE]
I mean like a special melon like a commando that can do alot more things then other melons cant and cost more and like require you to get like 100 kills or some thing to unlock and be able to spawn it. Also I found two bugs. First one is when ever I try to give a order to a melon(s) I get this [QUOTE=Console]entities/base_warmelon/init.lua:119: attempt to index field 'TargetVec' (a nil value)[/QUOTE] Also I can not add any thing like new weapons to gmod since I've had WarMelons.
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