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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

How to make a simple TD - tutorial.

Hello, welcome. Today we are going to build a little TD. It is going to be for 4 people. A TD can be done in a million times, and original ideas are always good.

To start off, we will have to build the terrain. Start by making 4 spawnpoints in the terrain in all 4 corners. Be sure to not make them too small. We are going to make this ground-only TD, just because this is a tutorial. The spawnpoints is usualy styled in some way, it doesn't matter how you do it as long as they can walk of it and it can hold all the units for the level. (So you don't get a "Can't Create" error).

When done, proceed to making the paths. Begin by marking out the middle, and style it to your likings. Remember, however, that the units must be able to walk in there as well. Now, create pathways, one for the upper right corner, then one for lower, then left side. Normally you would make these isometric, but you can to them all in a different way if you wish.

When done with that, basic terrain is done. Now select the layer "Regions". Create one region in the upper left spawnpoint, make sure it covers the whole spawnarea, and then rename it to spawn 1. Do the same thing with the upper right spawnpoint, and name it to spawn 2. Then do lower right and make it spawn 3, and lastly the lower left corner made spawn 4.
We now have spawn 1 to 4.

Time to make them walk somewhere. For every turnpoint you have (accoring to the path you erlier made, where the units are supose to walk), eatch turn in it, make a region, make sure it isn't too large or too small. Then name all the regions for spawn 1:s walk to 1 <number in order of movement>. Then for spawn 2, you make it 2 <number in order of movement>. Number of movement means that the first one is 1 1, the second turn would be 1 2, ect. Hope you got that. Now make all the turnpoint on the map.

Okay, good. Now open the trigger editor (the ugly little a in the regular editor). Create a new folder with the name Waypoints.
Create a new trigger in the folder and name is "move 1 1" (This being waypoint 1 on spawn 1:s walking path). Then do this trigger (The list trigger name is in the [-]:s):
-------------------------------
-Event-
A unit enters 1 1 [Unit - Unit enters region]
-Condition-
-Action-
Order (Triggering unit |found at the bottom of the list|) move to 1 2 [Unit - Issue order targeting a point]
-------------------------------
The above trigger makes the units go from waypoint 1 to waypoint 2. Nothing hard involved.
Now redo the trigger but change the first region to 1 2 and the second to 1 3 until you are out of regions.
I forgot to mention, you have to make a "end" region. This is the middle that you created before. Go make a region there and name it end. This is the final trigger for spawn one now:
-------------------------------
-Event-
A unit enters |Here is the last waypoint in the spawn 1 movement, like 1 5| [Unit - Unit enters region]
-Condition-
-Action-
Order (Triggering unit) move to end [Unit - Issue order targeting a point]
-------------------------------
Now on to the next spawn. This is spawn 2. Now all waypoints begin with a 2. Do it the same way but use the regions that begin with a 2. Keep doing this until you've done all 4.

Now, here comes the kinda boring part. Time to make UNITS...
These are going to be the levels, the towers and anything else you are going to have in your map. Basicly, open the unit editor (the ugly footman helmet in the regular editor), and for this tutorial, we are going to have the two regular human towers. It is really easy to customize your towers to your likings, but this is not what we'll do for this tutorial. Select the human pesant (found in the human units folder), let's begin the editing. Make his name whatever you want. It doesn't matter. Let's set these stats (listing all the changes you are going to make for this tutorial).
- Gold cost = 50
- Supply cost = 0
- Build time = 0
- Remove all buildings from the "Structures built" except the Scout Tower.
- Change the "Targets Allowed" to Structures, and uncheck everything else.
- Base damage = 501
- Damage number = 0
- Sides per dice = 0
- Remove the Harvet Gold/Lumber and Call to Arms abilities, but not the Repair ability. (If you do, he will not build)
- Change the extended tool-tip to "Your basic worker".
And we're all set.

Part 2 is coming shortly. Please add your comments.
Part 2 will include Levels, we are going to make 3, just to make the basic, first level, the ordinary levels that come between, and the last level. Lives are going to be added. And a lot of smaller things. This is just a tutorial to show you how to make the simplest little TD. After this you can make an exceptional REAL TD, hopefully

Enjoy!

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Old Post 26-04-2003 19:21 PM
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Dead-Inside
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Hand me some feedback please. Part 2 is being written ATM, btw.

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Old Post 27-04-2003 00:10 AM
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Dead-Inside
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I'll need some help for how we are going to do lives in this tutorial, what would be the easiest way?

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Old Post 27-04-2003 02:09 AM
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ChrydGod
SLK Moderator, Cubic God

Registered: Nov 2002
Location: France
Posts: 317

well not really hard

This method is not the best, just the easiest.

Just add a variable PlayerLives that is an integer array
set it to the initial value at the game start

Create an end region for each player's path called endregion[player number]

add the trigger to the map :

event
unit - a unit enters (endregion|1])
unit - a unit enters (endregion|2])
unit - a unit enters (endregion|3])
unit - a unit enters (endregion|4])

condition
owner of(entering unit) equal to (computer owner of amm the monsters, lets say player 12 for example)

action
if triggering region = enregion[1] then set PlayerLives[1] = PlayerLives[1] -1
if triggering region = enregion[2] then set PlayerLives[2] = PlayerLives[2] -1
if triggering region = enregion[3] then set PlayerLives[3] = PlayerLives[3] -1
if triggering region = enregion[4] then set PlayerLives[4] = PlayerLives[4] -1

Then we could update the leaderbord with the players lives if there is any




There is a better method based on mana, but maybe it would not suit this tutorial as it is a basic tutorial.

I hope this helped

Regards.

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Old Post 27-04-2003 08:35 AM
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Rifleman_alan
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ok that last one just confused me

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Old Post 27-04-2003 08:42 AM
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ChrydGod
SLK Moderator, Cubic God

Registered: Nov 2002
Location: France
Posts: 317

About that last one

Well the problem is when your pathing is quite long or when you allow players to maze with towers, there is a chance that some monsters might end up in the destination of another player, making him loose a life.

The idea was to keep a track of the player number the monster spawed for by setting their mana to a certain amout, allowing you to detect what player lost a live when a monster reaches the final destination.

You can also use that method to improve the way monsters follow their pathing.

Regards

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2) Trying to find out :
How to modify the cinematic camera models to incredibly enhance game & cinematics possibilities

3) Looking for a programmer that could :
Modify Magos 's SLK Editor to allow it saving fields from a Unit/Item/Upgrades/Spells/Splats Set SLK into the different needed SLKs and TXT files.

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Old Post 27-04-2003 11:47 AM
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zotax
Owner of the 6th Freedom

Registered: Jan 2003
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Posts: 160

Was this in response to a question from somebody, or was it just put here because you wanted to.

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Old Post 27-04-2003 12:24 PM
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-={tWiStÄr}=-
Orc Catapult

Registered: Nov 2002
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Posts: 194

well... if you want to make sure you have the right ones you can just use different players like 5,6,7 and 8 since this only a 4 person td. otherwise, you could say that something about the unit entering the spawn and then adding it to a unit group variable so something like this i think... not using editor

Events: a unit enters spawn1 <gen>
Conditions: triggering unit is eqaul to (owned by player[badguyguy]
actions: put triggering unit in spawngroup[1]

you can use an array group or just 4 individuals. my way around this problem tho... would most likely be to fix terrain. if you have all flat terrain and you maze... well then your not to smart. if you have the terrain rise a little bit on the outsides so you build on the sides or have walls they have no choice but to go through maze.
what would really help would be a basic idea on how to set up creeps with healths and speed and all because its not to hard to slap down a few creation and movement triggers but one game i played, lvl. 5 creeps with 500 health. level 6 creeps with 4000 health... took me about a month to find a stratagy to survive past lvl 6...

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Old Post 27-04-2003 13:23 PM
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Orc Catapult

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well... if you want to make sure you have the right ones you can just use different players like 5,6,7 and 8 since this only a 4 person td. otherwise, you could say that something about the unit entering the spawn and then adding it to a unit group variable so something like this i think... not using editor

Events: a unit enters spawn1 <gen>
Conditions: triggering unit is eqaul to (owned by player[badguyguy]
actions: put triggering unit in spawngroup[1]

you can use an array group or just 4 individuals. my way around this problem tho... would most likely be to fix terrain. if you have all flat terrain and you maze... well then your not to smart. if you have the terrain rise a little bit on the outsides so you build on the sides or have walls they have no choice but to go through maze.
what would really help would be a basic idea on how to set up creeps with healths and speed and all because its not to hard to slap down a few creation and movement triggers but one game i played, lvl. 5 creeps with 500 health. level 6 creeps with 4000 health... took me about a month to find a stratagy to survive past lvl 6...

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Old Post 27-04-2003 13:23 PM
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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

ChrydGod, this is a SIMPLE TD tutorial, we are making it as simple as possible. I did one using one variable. Anyways, the tut:

Part 2:

We left of when we had made the peasant build only Scout Tower and set his settings as they should be.
Now, let's make the Level 1 to 3 units and the towers, cannon and arrow.
First level should be Ghouls. Go select the Ghouls (under undead-units) in your unit editor. Now set the following valvues:
- Name = Level 1
- Health base = 100
- Movement speed base = 500
- Bounty award base = 10
- Number of sides = 0
- Sides per dice = 0
For Level 2 I thought we would use some nice Knights. Edit the knight as above but add 100 hp. (Making it 200 base hp - Don't forget to name it Level 2).
Now, Level 3 should consist of Abdominations. Still, use the same template as above but change the hp to 300 and change the name to Level 3.
So, let's add a castle. Go to the human castle and edit the name to "Workers Home". Remove all abilites and upgrades.
Now let's edit the towers. First, edit the Scout Tower to cost 10 and a buildtime of 1 (Remove the foodlimit and any wood cost).
Now let us fix the towers that are actually going to fire at the enemy. First, we got the Guard Tower, basic attacking tower here are the stats you should set it to:

- Gold cost = 20
- Lumber cost = 0
- Build time = 10
- Requierments = Remove the Lumber mill
- Attack Range = 1000
- Projectile Art = Flaming Arrow (Just look it up in the list - It makes it look better)
- Damage base = 35
- Numbers per dice and Sides per dice = 0
- Abilities = Remove the Magic Sentry, it isn't needed for this map.
- Acquisition Range = 1000 (This goes with the attack range)
- Extended Tooltip = "Your basic Guard Tower. Shoots flaming arrows. |n|n|cffffcc00Attacks land and air units.|r" <-- Just copy.
Done with Guard Tower. Now, let's edit the Cannon Tower:
(Don't mind the second attack)
- Gold cost = 45
- Lumber cost = 0
- Build time = 15
- Requierments = Remove the Workshop
- Damage base = 120
- Numbers per dice and Sides per dice = 0
- Abilities = Remove the Magic Sentry and Blight, they aren't needed for this map.
- Acquisition Range = 1000 (This goes with the attack range)
- Extended Tooltip = "Your splashing tower. Gives great effect and good damage |n|n|cffffcc00Attacks land units.|r" <-- Just copy.

Okay, now let's edit how many players the map should have. Press Senario/Player Properties. Make player 1 to 4 controlled by User. Make player 5 controlled by the computer. Allthought this has no real usage in the map itself, set player 1 to 4:s race to humans and set the computer, player 5, to undead.

Good. Not let's put all this into action. Put one castle for player red on the spawn 1 path, on a place where you see fit.
Then set it on the same place or equal place for blue at spawn 2. Then teal at spawn 3 and lastly purple at spawn 4.
Style your terrain as you wish. It is always good to try styling it some, it gives a better feel to those who are going to play.

Style your terrain as you wish. It is always good to try styling it some, it gives a better feel to those who are going to play.

So, let's go into the trigger section of the mapping part again. Now we are going to move in to the map itself, not the visuals. Remove the trigger found in the Map Initialization folder.
Make a new trigger in the same folder, name it Map Initialization.
-------------------------------
-Event-
Map Initialization
-Condition-
-Action-
Set player 1 (red) gold to 60 [Player - Set property] <-- same for all.
Set player 2 (blue) gold to 60
Set player 3 (teal) gold to 60
Set player 4 (purple) gold to 60
-------------------------------
Above trigger will make all players get 60 gold. You could give more gold to someone. You could also do this -Action- instead:
Set All Player gold to 60
This will automaticly give all players (thus including the computer, but it doesn't matter) 60 gold eatch.
We should do some lives. We are going to make this map based on a leaderboard, this is the nicest thing when counting lives.
The whole idea is that when an enemy unit enters the end region, it will deduct a life. When you have 0 lives, the game is over and you lose. You win by making it to the last level and finnishing it.
So, anyway, on to the leaderboard creation, this can be somewhat hard to understand for some. First we will need an integer variable. In the trigger editor there is an X located in your menu. Click it to open your variable editor. For this tutorial you will not need to know how this works. Make a new variable, choose "Integer" from the list. Name the variable Lives and set the initial valvue to 10 (click the text "none" lighted red and type in 10).
On to making use of our variable;
Create a trigger in a new folder, name them whatever you wish, then do:
-------------------------------
-Event-
Map Initialization
-Condition-
-Action-
Create a leaderboard for (Enemies of player 5 (yellow)) titled |put in a name you want| [Leaderboard - Create]
Add player 5 (yellow) to (last created leaderboard) with labels Lives using valvue Lives [Leaderboard - Add player]
Show (last created leaderboard) [Leaderboard - Show/Hide]
-------------------------------
Now, to the whole deduct lives thing, it should look something like this:
-------------------------------
-Event-
A unit enters region end
-Condition-
(Owner of (triggering unit)) Equal to player 5 (yellow) [Player Comparsion]
-Action-
Remove (triggering unit) from the game. [Unit - Remove]
Set Lives = -1 |Lives is the variable we made, for the -1, just type -1 in the valvue field| [Set Variable]
-------------------------------
Goody, now we have lives working. So if a unit owned by player 5 enters the end region, the goal of where they walk, you lose a life. Now let's make a lose trigger before we move on to levels.
-------------------------------
-Event-
A units enters end [Unit - Unit enters region]
-Condition-
Lives equal to 0 [Integer Comparsion]
-Actions-
Defeat (Enemies of player 5 (yellow)) with the message: |whatever you want| [Game - Defeat]
-------------------------------
There. This will conclude the whole "lives" situation, including lose triggers. So what's next? Well.. I was thinking levels should do it.
This is usualy done by variables, but since we suck at this, right, we are going to do it very simple. Something like this:
-------------------------------
-Event-
Elapsed game time is 30.00 seconds [Time - Time elapsed]
-Condition-
-Action-
Create 10 Level 1 for player 5 (yellow) at Spawn 1 facing default build facing degrees [Unit - Create]
Create 10 Level 1 for player 5 (yellow) at Spawn 2 facing default build facing degrees [Unit - Create]
Create 10 Level 1 for player 5 (yellow) at Spawn 3 facing default build facing degrees [Unit - Create]
Create 10 Level 1 for player 5 (yellow) at Spawn 4 facing default build facing degrees [Unit - Create]
Pick every unit in Spawn 1 and do order picked units to move to 1 1 [Unit group - Pick every unit in unit group and do | Unit group - Issue order targeting a point]
Pick every unit in Spawn 2 and do order picked units to move to 2 1 [Unit group - Pick every unit in unit group and do | Unit group - Issue order targeting a point]
Pick every unit in Spawn 3 and do order picked units to move to 3 1 [Unit group - Pick every unit in unit group and do | Unit group - Issue order targeting a point]
Pick every unit in Spawn 4 and do order picked units to move to 4 1 [Unit group - Pick every unit in unit group and do | Unit group - Issue order targeting a point]
-------------------------------
This will spawn Level 1, 10 of them. Then make them move to the first waypoint. The triggers for the rest of the waypoints are done.

Now, we should make level 2. Name a new trigger Level 2, and then add this action to the Level 1 trigger we made a second ago:
-Action-
Wait 30 seconds [Wait]
Run Level 2 (Ignoring Conditions) [Trigger run - Ignoring Conditions]

Good job. Now, make level two exactly the same way, but spawn Level 2 instead of Level 1 units. Also add the part above but change it to Run Level 3. For level 3 we will do exactly the same, but remove the Wair and Trigger run.
Add this part instead:
-Action-
Wait 35 seconds [Wait]
Victory all players [Game - Victory]

Congratulations! You have made your persumed First TD Map! It is now ready to go testing. This is the simplest way to make a TD, even thought it does not have any perticular special stuff that is making it different from the others, it is still YOUR TD :). To make more advanced TD maps, an add-on is coming.

Look out for "How to make Your TD more Advanced", coming soon.

- The End -

Greets from Johan | Dead-Inside

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Old Post 27-04-2003 17:50 PM
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-={tWiStÄr}=-
Orc Catapult

Registered: Nov 2002
Location: COLORADO!!!
Posts: 194

-------------------------------
-Event-
A units enters end [Unit - Unit enters region]
-Condition-
Lives equal to 0 [Integer Comparsion]
-Actions-
Defeat (picked player) with the message: |whatever you want| [Game - Defeat]
-------------------------------



hmm... unless you missed something this probably wont work. the unit would enter end or whatever. it would disapear, deduct lives but... you said defeatpicked player you never picked any players. if it works for everyone you would say defeat (team 1) or something. if it only works for players it would get more confusing. you would do:

Event= A unit enters end1 {player1s end location}
Condition= Lives1 {player1s lives} equal to 0
Action=Defeat player 1 with the message {etc.}

that keeps it basic. you would do it 4 times for each player and end location by just changing 1 to 2 then 3 etc. if you wanted to use variables (i think your trying to use the bare minimum though) you would do
bah... never mind i dont think you really could use variables. if you wanted to do the one i explained for everyone just make 1 big end location and replace player 1 with team1 or force1 whatever and lives1 to just lives (for everyone)

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TRIGGERING= ||||||||||
OVERALL SKILLZ||||||||||

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Old Post 28-04-2003 02:32 AM
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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

Picked player refers to eatch player as he/she is picked.

How about you go read some tuts? :). I could be wrong though, but that's what it says. Should I make a TD according to my tut, so people can see the thing in action?

FEEDBACK WOULD BE GREAT.

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Old Post 28-04-2003 04:59 AM
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-={tWiStÄr}=-
Orc Catapult

Registered: Nov 2002
Location: COLORADO!!!
Posts: 194

Im pretty sure that you have to pick a player to use picked player... and im almost positive that only works for a team but that could have been what you were going for. I dunno. a td according this tut would really help some people this is a good tut. its a great way to make a basic td and anyone could make this TD fun with the right towers and creeps

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Old Post 28-04-2003 05:14 AM
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Dead-Inside
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Posts: 789

Yep yep yep :) The point is to make an addition to this tutorial. Changing some things and adding towers, and levels. Also adding special effects to towers, making towers with different skin ect ect. Projectiles as well.

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Old Post 28-04-2003 06:31 AM
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ChrydGod
SLK Moderator, Cubic God

Registered: Nov 2002
Location: France
Posts: 317

lol

zotax :

OMG didn't you read the thread? ^^
I wrote :
"There is a better method based on mana, but maybe it would not suit this tutorial as it is a basic tutorial.
"
Then Rifleman_alan wrote :
"ok that last one just confused me"

That is why i detailed it. Thats all :)

J2002R :

I know that is the reason why i gave you the first easy method.

Then about your las version of the tut :
The problem is your level 2 will start whenever Level 1 will be finished or not. Then even if some creeps from levels 1 are still alive, Level 2 will begin.

What about using timers rather than timed events ?
example :

Map Init :
blah blah
start a timer "NextLevel" that will expire in (game start delay)

Round :
event :
NextLevel Timer expires
actions :
run spawn

End Of Level :
even :
there are no more monsters alive (u can use food usage or whatever to detect it)
action :
Start a timer "NextLevel" that will expire in (time between levels)

And also : -={tWiStÄr}=- is right, a picked player has to be picked before refering to him

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1) Cube Defense New Edition :
http://chrydgod.free.fr/cube/index.htm Or http://www.chaos-mappers.fr.st/

2) Trying to find out :
How to modify the cinematic camera models to incredibly enhance game & cinematics possibilities

3) Looking for a programmer that could :
Modify Magos 's SLK Editor to allow it saving fields from a Unit/Item/Upgrades/Spells/Splats Set SLK into the different needed SLKs and TXT files.

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Old Post 28-04-2003 07:13 AM
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-={tWiStÄr}=-
Orc Catapult

Registered: Nov 2002
Location: COLORADO!!!
Posts: 194

[qoute]Then about your las version of the tut :
The problem is your level 2 will start whenever Level 1 will be finished or not. Then even if some creeps from levels 1 are still alive, Level 2 will begin.[/quote]

yeah, i was wondering why my TD was complicated, thats it. especialy since i got 4 different bad guys, player 9,10,11,12, or something like that i had to make all their food limits a variable then add em all up it was confusing. and just so everyone knows, for the unit health Intervals, at about level 5-7 the intervals should increase to 150 and towards level 40 they should be 1000 or more.

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SKINNING=||||||||||
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TRIGGERING= ||||||||||
OVERALL SKILLZ||||||||||

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Old Post 28-04-2003 07:26 AM
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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

No. This is just like picked unit. I want to see a map that proves me wrong before I give in, ok?
Oh ye, point two, I know that they will spawn even if there are units left on the map.
Thing is this is a SIMPLE TD. Simplest you could ever make.

Anyhow, let's change it just to be sure.

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Old Post 28-04-2003 15:53 PM
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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

In addition, I would never make my TD this way. I would change a lot of things. Add help files ect ect. This is just to show you how to make a working TD map.

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Old Post 28-04-2003 15:59 PM
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ChrydGod
SLK Moderator, Cubic God

Registered: Nov 2002
Location: France
Posts: 317

i get your point, don't worry

I just thought timers would make it easier.

Keep us updated

Regards,
ChrydGod.

__________________
Current Projects :


1) Cube Defense New Edition :
http://chrydgod.free.fr/cube/index.htm Or http://www.chaos-mappers.fr.st/

2) Trying to find out :
How to modify the cinematic camera models to incredibly enhance game & cinematics possibilities

3) Looking for a programmer that could :
Modify Magos 's SLK Editor to allow it saving fields from a Unit/Item/Upgrades/Spells/Splats Set SLK into the different needed SLKs and TXT files.

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Old Post 29-04-2003 18:36 PM
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ChrydGod
SLK Moderator, Cubic God

Registered: Nov 2002
Location: France
Posts: 317

OMG

I just realized, reading the whole thread again, why some of my posts seemed that complicated...

Working so many hours on my map, i nearly forgot TDs were originally cooperative games.

Sorry again

Regards

__________________
Current Projects :


1) Cube Defense New Edition :
http://chrydgod.free.fr/cube/index.htm Or http://www.chaos-mappers.fr.st/

2) Trying to find out :
How to modify the cinematic camera models to incredibly enhance game & cinematics possibilities

3) Looking for a programmer that could :
Modify Magos 's SLK Editor to allow it saving fields from a Unit/Item/Upgrades/Spells/Splats Set SLK into the different needed SLKs and TXT files.

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Old Post 29-04-2003 18:44 PM
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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

No worries mate. Anyhow, I haven't begun work on the Advanced TD tut yet. I'll probably do it while I'm free, from tomorrow til next monday, in other words. Soooo... I'm guessing we'll see a tut by friday. And the finnished at sunday.

__________________
Project/s for the moment: STFU Arena
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Terrain - 98%
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Old Post 29-04-2003 22:45 PM
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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

Is this going to be moved in to the tutorial section or not? I will probably begin work on the advanced tutorial later today. This will also be a test for me, hehe.

Anyhow, guys, what would you like to see in the advanced tutorial. Because this will be built in parts, like "How to make different life triggers" and "Why use ???" Ect ect. A lot of different things you can choose from to edit your regular TD map.

So, what should it include?

__________________
Project/s for the moment: STFU Arena
Triggers - 15%
Spells&Items - 0%
Terrain - 98%
Doodads - 95%

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Old Post 01-05-2003 16:49 PM
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Rifleman_alan
king of noobs

Registered: Sep 2002
Location: the car with tinted windows across the streat
Posts: 103

put in how to do it by veriables (like wintermaul does and when the computer play has 0 food the next level starts and u tell it the levels by using 3 types of veriables, fire up wintermaul to see what i mean i need that system explained to me i can see it but i still dont get it )

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Old Post 02-05-2003 06:08 AM
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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

Will do, more?

__________________
Project/s for the moment: STFU Arena
Triggers - 15%
Spells&Items - 0%
Terrain - 98%
Doodads - 95%

There is a reason for everything - Dead-Inside

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Old Post 02-05-2003 06:10 AM
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Dead-Inside
TB Staff

Registered: Jun 2002
Location: Sverige! Sweden!
Posts: 789

Guys, I'll not make a containless tutorial. Give me ideas to put in damnit.

__________________
Project/s for the moment: STFU Arena
Triggers - 15%
Spells&Items - 0%
Terrain - 98%
Doodads - 95%

There is a reason for everything - Dead-Inside

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Old Post 03-05-2003 17:34 PM
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