How to create a modded tower in BTD6 (read the description)

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Published on ● Video Link: https://www.youtube.com/watch?v=NSINBN3em6w



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Duration: 8:50
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IMPORTANT:
The layout has changed slightly since the video was uploaded. the first 2 minutes have some obsolete info so you will need to read this after watching them:
-You now need to use Visual studio 2022 because the 2019 version doesn't support .NET 6
-The assemblyinfo.cs file no longer exists, edit modhelperdata.cs instead (including the namespace at the top of the file).
-To access the properties you now need to click project/"handkanonier properties" in the top left menus.
-Ignore the part where I talk about references. When you run the game with the mod helper, it generates a .targets file in your "Documents\BTD6 Mod Sources" folder. You need to open the handkanonier.csproj file into notepad and change the file location there to reference to .targets file. this will take care of the references for you. Alternatively, put the project's folder in the BTD6 mod sources folder.

The handkanonier zip: https://github.com/Timotheeee/btd6_mods/blob/master/handkanonier/handkanonier.zip

The json files of the towers: https://cdn.discordapp.com/attachments/504783182755921930/869939786734010418/Towers.zip
Note: you can get newer files by using the mod helper and going to the mod options. there should be a button to dump the tower models.

The wiki: https://github.com/gurrenm3/BTD-Mod-Helper/wiki/Making-a-Custom-Tower

The cardmonkey: https://github.com/doombubbles/card-monkey

Some extra tips I didn't mention:
-Certain behaviors that projectiles can have contain a collisionpass. every projectile has an int array containing the collisionpasses. you need to make sure that array has all the values that are used by the behaviors.
-You will encounter some situations where you need to deal with il2cpp arrays, which are different from normal arrays. you can create a new one like this: https://pastebin.com/GBJxS4wY







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