I've been trying to make a set of abilities for some defensive towers that will let me change the Target Sorts of the weapons used by the tower, and have it check for a new target in between attacks. For example, have two different tactical "stances." Stance A prioritizes higher health units first and the Stance B prioritizes lower health units first. So, if Stance A is on, then the weapon should fire once at the first highest health target, then fire once at the next highest health target (which could be the first target).
Right now I'm using a 2 Search Area effects that validate whether a Stance behavior is on the caster. This works, but it doesn't feel very efficient or modular, and if I do individual tower upgrades, it's going to get REALLY annoying and messy...
Also, the tower (in this case an auto-turret) doesn't rotate its turret to the new target that's being attacked, because it's acquiring the target through the weapon's parameters, and the search area effect is what is really acquiring and damaging the target.
Again, I feel like there should be a way to have the weapon itself retarget between attacks, and a way to simply change the Target Sorts of a tower's weapon, either base on a buff on that tower or having an ability directly change that tower's weapon.
Is it possible for me to create two Effect - Target abilities that act an Attack ability (with auto cast) and have only one of them act at a time? Does this make sense?
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Hey guys,
I've been trying to make a set of abilities for some defensive towers that will let me change the Target Sorts of the weapons used by the tower, and have it check for a new target in between attacks. For example, have two different tactical "stances." Stance A prioritizes higher health units first and the Stance B prioritizes lower health units first. So, if Stance A is on, then the weapon should fire once at the first highest health target, then fire once at the next highest health target (which could be the first target).
Right now I'm using a 2 Search Area effects that validate whether a Stance behavior is on the caster. This works, but it doesn't feel very efficient or modular, and if I do individual tower upgrades, it's going to get REALLY annoying and messy... Also, the tower (in this case an auto-turret) doesn't rotate its turret to the new target that's being attacked, because it's acquiring the target through the weapon's parameters, and the search area effect is what is really acquiring and damaging the target.
Again, I feel like there should be a way to have the weapon itself retarget between attacks, and a way to simply change the Target Sorts of a tower's weapon, either base on a buff on that tower or having an ability directly change that tower's weapon.
Thanks for any feedback!
Have the search area effect issue an attack order to the tower.
@RileyStarcraft: Go
Hmmm... might work. I'm testing it now.
@RileyStarcraft: Go
Well, so far this isn't working quite right. Perhaps I've setup the effects wrong...
Is it possible for me to create two Effect - Target abilities that act an Attack ability (with auto cast) and have only one of them act at a time? Does this make sense?