Hi! I'm sort of a noob too, although I've been learning alot lately! I'm still in this process, but you could try this to help you as well. I started off by following a tutorial. (simple & advanced tower defense from OneTwoSC on youtube) I then tried to extend my knowledge by doing simple copy, paste type thing. Then I start to expand a little further. This is where you can do whatever you want. For example, I wanted to learn how to make upgrades into whatever I wanted it to be. I searched up a few maps, asked a few questions in the data (or general) forums, and learned how it all works. Then, you incorporate it into your map. You can do pretty much anything once you get to this stage. I have my first map going called Speed D, and it's based off of my noobie map. (It's still is kinda noobie, but I'm still learning. Anyways, if you want to learn about, say requirements, you can search it up, maybe follow a tutorial, then include it in your map. If you some how found your map looking pretty cool, you can remake a new map and test out your memory, and use your other map as an example. You just organize it better, maybe add some more things, and bam! You have a nice map. This really worked for me because you just add whatever you want to know. Other than that, I'm still a noobie, so I don't have much other advice. With the best of luck, Littlefury916
Sorry, perhaps I have to further explain. I would just like to know if there was a way to take the kill resource of a unit when player 1 kills the unit, and gives half of it to player 2. Same when player 2 kills a unit. I would like to know how to split the resources between the 2 using the kill resource of the unit. (Kill resource, for all that don't know what I mean, is in the data editor. There's a section where you click on a unit in the data editor where you can chose what the killer recieves (ex. minerals, gas, custom resource, etc.) when the unit is killed. In other words, it's bounty amount. Using the kill resource, for me, is easier.
Alright, but do you know how to use this type of trigger to split the amount of player 1 recieves freom a kill resource by half, and give player 2 those minerals?
Hi! Littlefury here with another noobie question. I was wondering how to make it so when some1 killed a unit, but they have a partner, they would only get half the bounty amount of the unit (I used the kill resource for the waves that are being killed) My TD map is set up so you can drive solo or with 1 other partner. I would like it so if your alone, nothings changed. But if you have a partner helping, you get half the kill resource and your partner gets the other half. I'm guessing it's an "if, then, else," type of trigger with maybe a "player 'blank' kills a unit"? Something along there? Thanks for all help!
Thank you so much Keuken! The requirement works perfectly. Just one little thing, which wasn't a problem here. It didn't allow me to copy and paste, so I just typed it in manually, and it was fine. Thanks again!
Yea, I see how it works. But can you give me the exact words that I would put in.I thought it would be Use : and: count tower 1, count tower 2, count tower 3, but what do I do next? Do I make a less than under the "and"?
Hello all you people out there! I have another noobie question for yall today. I was wondering how you make a requirement for only having 2 types of towers when there are 3 options.Let me explain. I'm making a tower defense map, and I have "special towers" that you can choose. There are 3 for tier one. However, I only want the players to be able to make 2 (So they can make up a strategy for their D). I would like to use a requirement saying that you can only have 2 types of towers, and only 1 of each tower. If you could give an example that would be great :D Thanks!
@DrSuperEvil: Go No, Marauders are better against armored. While the race will have only mechanic units, both light and armored will be present. We have to avoid situations where this race will be uneven depending on which race it is facing.
Well, The only problematic attributes that really effect gameplay is light, armored, massive, biological, and mechanical. Light, armored, and massive, to me, shouldn't be much of a problem. The only way That I can think of for there to be a biological unit on a robotic race is either A) There is 1 or 2 units that indicate that there are humans helping the race (Which would possibly require a small tweek in the backround story of the race), or B) There is a robotic, zombie like person that is maybe half human half robotic, which would make this unit biological, and mechanical (or robotic), and then light or armored (depending on the unit chosen). Other than that, I can't quite see how we could fit a biological unit.
Maybe the demolition droid can be offered early game, but take a long time to build? Like for example, for protoss, warp gates are offered in early game, but they take a long time to upgrade.
0
The auto harvester doesn't seem to work. Also the crazy horse doesn't hurt any damage.
0
Hi! I'm sort of a noob too, although I've been learning alot lately! I'm still in this process, but you could try this to help you as well. I started off by following a tutorial. (simple & advanced tower defense from OneTwoSC on youtube) I then tried to extend my knowledge by doing simple copy, paste type thing. Then I start to expand a little further. This is where you can do whatever you want. For example, I wanted to learn how to make upgrades into whatever I wanted it to be. I searched up a few maps, asked a few questions in the data (or general) forums, and learned how it all works. Then, you incorporate it into your map. You can do pretty much anything once you get to this stage. I have my first map going called Speed D, and it's based off of my noobie map. (It's still is kinda noobie, but I'm still learning. Anyways, if you want to learn about, say requirements, you can search it up, maybe follow a tutorial, then include it in your map. If you some how found your map looking pretty cool, you can remake a new map and test out your memory, and use your other map as an example. You just organize it better, maybe add some more things, and bam! You have a nice map. This really worked for me because you just add whatever you want to know. Other than that, I'm still a noobie, so I don't have much other advice. With the best of luck, Littlefury916
0
Sorry, perhaps I have to further explain. I would just like to know if there was a way to take the kill resource of a unit when player 1 kills the unit, and gives half of it to player 2. Same when player 2 kills a unit. I would like to know how to split the resources between the 2 using the kill resource of the unit. (Kill resource, for all that don't know what I mean, is in the data editor. There's a section where you click on a unit in the data editor where you can chose what the killer recieves (ex. minerals, gas, custom resource, etc.) when the unit is killed. In other words, it's bounty amount. Using the kill resource, for me, is easier.
0
This looks amazing! But won't it cause alot of lag? I'm a huge fan of special forces, so this looks like something I would love to try :)
0
Alright, but do you know how to use this type of trigger to split the amount of player 1 recieves freom a kill resource by half, and give player 2 those minerals?
0
I'm a huge fan of all your tutorials OneTwo :D Just puttin' that out there
0
My cow is turning purple becuase it's so cold
0
So in other words, you mean to use a unit dies condition, then an "if than else" type thing?
0
Sorry, I haven't gotten anwered yet :(
0
Hi! Littlefury here with another noobie question. I was wondering how to make it so when some1 killed a unit, but they have a partner, they would only get half the bounty amount of the unit (I used the kill resource for the waves that are being killed) My TD map is set up so you can drive solo or with 1 other partner. I would like it so if your alone, nothings changed. But if you have a partner helping, you get half the kill resource and your partner gets the other half. I'm guessing it's an "if, then, else," type of trigger with maybe a "player 'blank' kills a unit"? Something along there? Thanks for all help!
0
Thank you so much Keuken! The requirement works perfectly. Just one little thing, which wasn't a problem here. It didn't allow me to copy and paste, so I just typed it in manually, and it was fine. Thanks again!
0
Yea, I see how it works. But can you give me the exact words that I would put in.I thought it would be Use : and: count tower 1, count tower 2, count tower 3, but what do I do next? Do I make a less than under the "and"?
0
Hello all you people out there! I have another noobie question for yall today. I was wondering how you make a requirement for only having 2 types of towers when there are 3 options.Let me explain. I'm making a tower defense map, and I have "special towers" that you can choose. There are 3 for tier one. However, I only want the players to be able to make 2 (So they can make up a strategy for their D). I would like to use a requirement saying that you can only have 2 types of towers, and only 1 of each tower. If you could give an example that would be great :D Thanks!
0
@SoulFilcher: Go
Well, The only problematic attributes that really effect gameplay is light, armored, massive, biological, and mechanical. Light, armored, and massive, to me, shouldn't be much of a problem. The only way That I can think of for there to be a biological unit on a robotic race is either A) There is 1 or 2 units that indicate that there are humans helping the race (Which would possibly require a small tweek in the backround story of the race), or B) There is a robotic, zombie like person that is maybe half human half robotic, which would make this unit biological, and mechanical (or robotic), and then light or armored (depending on the unit chosen). Other than that, I can't quite see how we could fit a biological unit.
0
Maybe the demolition droid can be offered early game, but take a long time to build? Like for example, for protoss, warp gates are offered in early game, but they take a long time to upgrade.