IceDevil9
BattleForums Senior Member
SlayMaximus
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IceDevil9
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Darimus
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l33t 0n3
Skinning Guide (NOTE: It is about 5-8 posts long (In a row), so keep reading.)
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A Plethora of Tutorials - All Gathered and posted by Darimus. Great work man!
Custom Icons/Skins/Spells - A 3-page thread full of icons, loading screens, skins, and custom abilities. Good job guys, these look great. I especially love Kaldaris'
Submitted by Aragorn7 - A great site with tons of tutorials. Thanks for the link Aragorn!
Actual Tutorials

Damage Tutorial
IceDevil9
Arrays and Dialogs
Ultimate TD Tutorial
Darimus
Ability Finding
World Editor FAQ
l33t 0n3
Skinning Guide (NOTE: It is about 5-8 posts long (In a row), so keep reading.)
Random Authors
A Plethora of Tutorials - All Gathered and posted by Darimus. Great work man!
Custom Icons/Skins/Spells - A 3-page thread full of icons, loading screens, skins, and custom abilities. Good job guys, these look great. I especially love Kaldaris'
Submitted by Aragorn7 - A great site with tons of tutorials. Thanks for the link Aragorn!
Actual Tutorials
IceDevil9 said:Quote:
Originally posted by speaker
How do i make it so when a timer window runs out, it sends all units in a specific region, to a desired region? and also, how can i make it so when only 4 units enter a region they will be tranported to a different region? so when 1 unit enters it will not be transported but when 4 do the trigger will work and they will be transported??? Ty
When a timer runs out, use this trigger. You must first create a variable, a timer. For our example, we'll name it TimerOne
Events
Countdown Timer- Timer Expires- TimerOne expires.
Conditions
None
Actions
Countdown Timer-Timer Window- Destroy last created timer window.
Countdown Timer-Pause Timer- Pause TimerOne
Unit-Issue order to Units In Region- Issue order to all units in RegionOne to Move to RegionTwo
And for the 2nd one, where 4 units enter a region.
Events
Region-Unit Enters Region- A unit owned by Player 1(Red) enters RegionOne
Conditions
Not entirely sure on this, look for something in Units or maybe Regions. It should be something similar to '# of units in region is equal to __'
Actions
Unit-Move Units- Move all units in RegionOne to RegionTwo.
-Frank![]()
Darimus said:Question: How do I create a chat function in an RP Map?
Answer:
use this instead (it checks if = is in the front not just anywhere in the chat)
RP Chat
Events
Player - Player 1 (Red) types a chat message containing = as A substring
Player - Player 2 (Blue) types a chat message containing = as A substring
Player - Player 3 (Teal) types a chat message containing = as A substring
Player - Player 4 (Purple) types a chat message containing = as A substring
Player - Player 5 (Yellow) types a chat message containing = as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Substring((Entered chat string), 1, 1)) Equal to =
Then - Actions
Unit Group - Pick every unit in (Units currently selected by (Triggering player)) and do (Actions)
Loop - Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Owner of (Picked unit)) Equal to (Triggering player)
Then - Actions
Game - Display to (All players) for 30.00 seconds the text: ((|c009A0000 + (Name of (Picked unit))) +|r + ( + (Substring((Entered chat string), 2, 200)))))
Else - Actions
Do nothing
Else - Actions
Do nothing
Darimus said:RP Spawn
Events
Player - Player 1 (Red) types a chat message containing Spawn as A substring
Player - Player 2 (Blue) types a chat message containing Spawn as A substring
Player - Player 3 (Teal) types a chat message containing Spawn as A substring
Conditions
Actions
If (All Conditions are True) then do (Then Actions) else do (Else Actions)
If - Conditions
(Integer((Substring((Entered chat string), 7, 8)))) Less than or equal to 15
Then - Actions
Unit Group - Pick every unit in (Units owned by (Triggering player) of type Spawner) and do (Actions)
Loop - Actions
Unit - Create (Integer((Substring((Entered chat string), 7, 8)))) (Unit-type((Substring((Entered chat string), 10, 99)))) for (Triggering player) at (Position of (Picked unit)) facing Default building facing degrees
Else - Actions
Game - Display to (Player group((Triggering player))) for 10.00 seconds the text: You must spawn 15 units or less
IceDevil9 said:Quote:
Originally posted by tassadar920
Ok listen up someone plz , i really need help with this. In my current rpg map I have a LOT of areas taht need units to spawn periodically, so I decided that, why not make a trigger that could automatically spawn the units.
So I made this:
Events (none)
Conditions (none)
Actions -
For each (Integer A) from 1 to *spawnamount*, do (Unit - Create 1 *spawnunit* for *spawnforplayer* at (Center of *spawnzone*) facing default building facing degrees)
But I encountered a problem, how do I make the value of 'spawnzone' (which isn't a variable yet) change from one region to another?
Quite simply, you cannot. You need to copy and paste that trigger for the various regions you have, and edit it accordingly.
EDIT- If you're thinking of making it so if they're at a certain spot and you only want the monsters of that area to respawn, then do something like this.
Events
Unit- Unit Enters Region- A unit enters Re-Spawn 1
Conditions
Unit Comparison- Owner of Entering Unit equal to Player 1 (Red).
Actions
Trigger - Turn On - Turn on Re-Spawn Trig 1
I forgot to mention you must turn the trigger off by default. Player 1 (Red) can be changed if in your RPG there is a plyer who must stay alive for them to win (Like Illidian in the 7 DHs), then change it to that player.
-Frank![]()
-Franktassadar920 said:Question: How do I create a new race?
Answer: You'll have to make custom units to create the new race. Here are a few easy steps.
1. Ok you need to pick if your going to make the race from SCRATCH, or if your going to copy one of the 4 races that came with the game and CHAGE it to fit your needs.
From Scratch:
Create a new .txt file somewhere and lay it out like this:
-Buildings
/t-Tier1
/t/t-Tier2
/t/t/t-Tier3
-Units
/t-Tier1
/t/t-Tier2
/t/t/t-Tier3
So on and so forth with, "Buildings" "Units" "Spells/Abilities" "Upgrades"
Now under each heading, add the name of the unit/building/spell/upg and next to it put all the required buildings etc for the race.
At this point you should have a race that is basically fully planned out, now you'll need "skins" If you don't know how to skin, your screwed at this point, otherwise make the skins/clicky thingy that you click on to activate spells and stuff, and have those ready in a folder off to the side.
Now the fun part, you get to put together your race, it's totally unnesseccary to have a name at this point, normally names for races (orgiinal ones anyways) come from an outside inspiritation later on, just wait if you have no ideas. Now if your not experienced in custom building, your screwed here. IF you are, replace the units models/textures, import all of the files from the folder, and put together all untis and buildings. These are the importatn parts for now, then interconnect the buildings/units by setting the different things they can build/be upgraded into, again if you have no expereince in custom units your screwed.
Now repeat the last step but doing spells/abilities. Some spells may require you to use triggers off to the side to activate them, this is totally unnessecsary, but can make cool effects sometimes.
You have your race, all thats left to do is balancing the different parts, i wont go into details because if you dont understand this, again your screwed.
If you need inspiration for a new race, just look around... a cool idea i once had for a race is a 'nomad' race, that dont have any permanent buildings. Much like the night elves that can pick up and move, but the nomads would be able to move faster, and they would have weak 'mercenary' units mainly, that would have short life spans before turning into normal peasants.
Another Idea is a race where you can get units like normal, but the untis are very powerful, and can stand in battle relitively alone. But over time like the phoenix fromt he humans, they lose their strength, though unlike the phoenix they wouldn't ONLY lose health, but also some armor, and some attack dmg. Sooner or later they would topple over and die, their souls though, would come back to your base, invisible except to detecting towers etc, and you would get part of your money back.
Yeah... the other way:
From CHANGES:
Start with 1 of the 4 prebuilt races, like from scratch plan out your race in a seperate file not just in your head. Once you have a basic idea formed, right it all down, but make sure that you can edit the units already in the prebuilt race so they fit your needs. In english:
You can only change names, dmg, spells etc to fit what you need, but with this system (unless you have experience doing custom units/spells etc) you won't want to change anything drastic. You can obviously change models etc to fit your needs. Importing models is relatively easy (import manager > import file > find your file > copy the path > use it for the model, under 'custom path - ___') then change spells etc, or copy other spells to fit your needs according to your plan.
ez enough no?