Garry's Mod

Garry's Mod

MelonWars: RTS
111-120 van 142 items weergegeven
< 1 ... 10  11  12  13  14  15 >
Update: 5 aug 2016 om 14:49

+ You can now spawn units near to other team's allied units
+ Sequence commands that are not wait will now execute instantly
+ Fixed lua errors when loading and cleaning up campaigns
+ The "team", "unteam", "addcredits" and "setcredits" commands are now available for use in the stage txt.
+ Admins can now set their team to Gray
+ Unit max waypoints increased from 10 to 30, to allow for longer paths in campaigns. Might affect performance.


New stage commands:

team <A> <B>
sets an alliance between team number A and number B

unteam <A> <B>
disolves an alliance between team number A and number B

addcredits <team> <credits>
adds an ammount of resources to a set team

setcredits <team> <credits>
sets the ammount of resources a set team has



the team numbers are as follows:
1 = red
2 = blue
3 = yellow
4 = green
5 = purple
6 = cyan
7 = orange
8 = pink

Update: 4 aug 2016 om 23:08

A small change to Custom Campaign making, the "end" and the "defeat" commands are now available for use in the stage txt.

end
when the sequence reaches this line, the sequence will stop.

defeat
when the game detects there are no main bases, it will skip ahead to this line. In the near future, i will make it so that if there where no main bases from the beginning, it wont attempt to end the sequence.



Example:

spawn 10 marine
clear
say You have won the stage
end
defeat
say You have lost the stage

Update: 31 jul 2016 om 20:50

Aparently, gmod doesn't like creating lua files, so txt will have to do.

Fixed a bug that prevented the command mw_save from creating the file. Note that you no longer have to change the extention of the save file to .lua, as it now works with .txt's.

Thank you to Honey Badger and Squid-Inked for pointing out the bug.

Update: 27 jul 2016 om 18:27

Map Making Update:

Hey guys, long time no update, huh?... yeah... sorry about that.
I've been working all day in making a file system to allow you to make your own campaigns. It might be a tiny bit complicated, so either bare with me, or wait until i make a tutorial video. Here's a lengthy and horrible explanation on how to make your own campaigns.


> First, you'll want to build the arena. Make a nice field to play on, with obstacles and what not.


> Once you are happy, place everything you need for the player: The main building, walls and starting units.


> When this is done, you might want to check PAUSE in the admin menu, otherwise the AI will either produce errors or it will begin the last loaded stage as soon as you spawn it.


> Spawn the "Comming Soon" entity under the entities tab in the level editor category (i should really change the name now) where you want the enemy spawner to be. If it starts doing stuff, just delete it, pause the melonwars match and try again.


> Now, spawn the "Waypoints" from the level editor category, under the entities tab. Go near each of them and press E to set the path and waypoint. This works as follows:
- The "Waypoint" sets the step of the lane that will be marked by this entity. Each waypoint will connect to the one that has the next "Waypoint" set to it. 1 will connect to 2, 2 will connect to 3, etc, until there are no more, and it will connect to the player's base.
- The "Path" sets which lane will this entity represent. Waypoints will only connect to other waypoints that have the same path set to them.


> Once this is done, input the "mw_save" command into your console. Things are gonna look weird, as all walls and units will get replaced by markers, dont worry, its how it works internaly. You can change the name of the file to save by using the "mw_save_name" command, followed by the name (mw_save_name <your name here>). You should know that the name should always be the stage number (1, 2, 3, etc.).


> The mw_save command should have created a new directory and file in your garrysmod/data folder. There should be a folder called "melonwars" inside data. In there, the file you just created should appear, with the name "melonwars_save_<the name you chose>". Create a new folder with the name of your campaign, and put this file inside it. The folder can be called whatever you want it to. The file must be called "melonwars_save_1" (or melonwars_save_2 if its the second stage, and so on).


> Create a new text file besides this save you have. It should be called "melonwars_stage_1" (or melonwars_stage_2, if its save_2, and so on). This file will be the sequence of steps the AI will take.


> In this file, you have to write the following:
- The first line will be the title of the stage (not used for now, but will be soon).
- The second line will be the description of the stage (not used for now, but will be soon).
- From the third line on, each line will be a command, and can be any of the following:

say <text>
It makes the chat bot say whatever text follows the word "say".

wait <number>
Wait the specified ammount of seconds before executing the next command.

spawn <number> <unit>
Spawns the specified ammount of the specified unit. The name of the unit has to be one of the following:
marine
gunner
medic
sniper
mortar
bomb
jetpack
missiles
nuke

clear
Doesnt continue the sequence until it detects there are no more gray units alive

path <number>
Every unit spawned from here on will follow the lane of waypoints with the specified path.

randompath
Sets the path to any available path.

cutscene start
Disables de toolgun

cutscene end
Enables the toolgun


Here's an example for the melonwars_stage_x.txt file:


Example Stage
This is the description of the example stage
cutscene start
say [[[ MELON WARS: EXAMPLE STAGE ]]]
wait 3
say Hello there fellah
wait 2
say Im gonna take you down!
wait 2
say [[[ GAME START (Toolgun Enabled) ]]]
cutscene end
wait 1
randompath
spawn 10 marine
spawn 5 medic
wait 5
randompath
spawn 5 gunner
spawn 2 sniper
wait 10
path 1
spawn 1 bomb
path 2
spawn 1 bomb
clear
say Well that didn't work out, did it?
wait 2
say [[[ MISSION ACCOMPLISHED ]]]



> There, you should be able to start your campaign from the campaign menu, custom campaigns, from the Player Tool ingame.

I'll start a discussion regarding campaign making, so if anyone has any doubts, please, dont hesiitate to ask.

Change List:
+ Minor improvements to the SinglePlayer GUI
+ Units menu is now enabled even if the "No Manual Placing" option is on, but units spawned from there will always be spawned as turret.
+ Fixed a bug that prevented mines from becoming invisible
+ Fixed Unit Transport not being grabable by the physgun.

Update: 7 jul 2016 om 14:34

Minor bug fix:
+ Fixed a bug in which Engines wouldn't attach to anything

Update: 6 jul 2016 om 23:35

Campaign Demo Update:

I think i have gotten aroud the issue, but i have no way to know if it properly downloads the files for you guys. Can someone please comment if it works?
The demo is in the new submenu "Campaign", which currently only has one button. The level is for gm_flatgrass only, if you load it in another map, it will do some crazy things. Also have in mind that the stage is barely balanced. It is only a tech demo, even tho the AI might still be a bit exploitable. Tell me what you think!

+ Added a demo of a campaign stage (for flatgrass)
> Changed the layout of the Admin submenu
+ Added an option to disable direct unit spawning
> Fixed an overlook in which you could be allies with our own team

Update: 6 jul 2016 om 23:21

Sad Update:

I've been working on the campaign demo all day, only to be stomped by the Gmod Addon Uploader. Aparently, you cant just add a .txt in the addon folder, what an annoyance.

I am way to tired today to try to fix this problem, so i will take a look at it tomorrow.

All because of one txt file...

Update: 5 jul 2016 om 12:56

Fragile Peace Update:

I have added an option to make alliances with other colors. This option is in the Admin menu.
I have'nt tested it in multiplayer, so it might be buggy or broken, i would apretiate if somebody tests it.

Some interesting gamemodes can come from this. The one i look forward to most is a 5 team mode from Magick the Gathering, in which the 5 teams are arranged in a circle, and each one is allied with its adyacent armies. The thing is that the ally of your ally is your enemy here. You win by having your 2 opposing armies destroyed before loosing your 2 allies.

Screenshot:

https://i.gyazo.com/6b1ba1092d5093eafbd50f8c8d00a144.png

Changes:

+ Added an Alliance feature under the Admin submenu
+ Allied teams can't directly attack each other
+ Medics can heal allied units
+ Your allies are displayed on the bottom right corner
+ Added a "Contraption" entry to the Help menu

Update: 4 jul 2016 om 23:31

"On the path to single-player"

Yes, it is going to be a thing. I've made some good progress towards making a single player mode. The toughest hurdle is how do i save the levels for you guys to load. This little update is just a bunch of fixes i had to push. A bit of the singleplayer is present in this update, if you are willing to mess around with the unfinished entities in the Entities tab. Have a nice day!

Teasers:
https://i.gyazo.com/5fa1f5470d49b96861a5ea589bba52d7.gif
https://i.gyazo.com/a4a8bc9a0e1e9d4358db7db6c1b83907.gif

Fix list:
+ Propellers have automatic keep up right
+ Fixed the "This menu is only for admins" message staying on the screen forever.
+ Fixed main base displaying its health as if it started from 50%
+ Fixed a bug in which units would shoot the map origin

Update: 4 jun 2016 om 17:00

Unit Transport Update:

Im so eager to see what you guys come up with using this new entity: the Unit Transport! I hope you like it, and that it makes some sick plays come to life. Sorry if this is a small update, i know its been a long time. Hopefully you guys will enjoy it nontheless. We are inching forward to a somewhat decent Gmod RTS. Maybe.

+ Added the Unit Transport to the Special Menu:
> This entity can garrison up to the equivalent of 10 power in units inside of it.
> To garrison units, just get them to touch it.
> You can destroy the Unit transport by looking at it and pressing the E key.
> When the Unit Transport gets destroyed, it will drop all of the units inside.
- As of now, it can't be moved with the physgun. Use the weld tool's right click until i figure out how to fix this.
(Unfun fact: Units that get picked up by the Unit Transport are no longer refundable)
+ Added in-game info for the tools in the Special category.
+ Propellers are 10 times stronger
+ Fixed an overlook that caused turrets to have 1 hp, as pointed out by ♥UNFORTUNATE♥. Seriously, how did none of us notice this before?