Making an RTS game in TGF is just about impossible. Mostly because of the object limit.
I don't really feel like counting up all the objects all the teams' buildings and soldiers would take up, but when you sum it all up, you either get an awfully low unit limit for it, or you exceed the TGF object limit. Sad but true.
The first challenge you need to pass when making a RTS is not so much the object count, but path finding. Creating a good path finding technique to avoid units from getting lost or stuck is pretty difficult with a standard maze, let alone a full blown customizable isometric world that isnít hard built into the game, but is built by the player. Unless you want the player to be forced to command troops every the troops need to make a turn or bend, or have units taking long ways around the level, path finding should be the first concern.
PS: When you make a post like that, Jean, its completely useless for people to help you unless they start throwing out options. You need to actually tell us what you are having trouble with. A lot of techniques in making a RTS are used for other kinds of games, so its hard to tell exactly what part of making a RTS you are having trouble with.
First off making this in MMF would be a lot easier but I think that it could be possible. My attempt was in TGF and it used alterable values for each character for instance right clicking on the unit and then choosing shoot set alt. value 1 to 2. etc. I will get the engine as far as i got for you and then link it. Ill comment the event editor for you to help you understand it.
I checked out the examples before, but I don't think that that is real pathfinding, it's just some angle-stuff.
For my game, I am using an engine based on isometric grid. So pathfinding has to work with coordinates of the grid. I have to use A*-pathfinding. Although I use MMF, I won't use those pathfinding extensions, because they tend to get the game stuck.