Anyone know if it's possible to make a target sort based on the presence of a behavior or result of a validator?
I have a tower that applies a poison effect to whatever it hits. The poison comprises the bulk of damage done and doesn't stack. So, the tower will be much, much more effective if I can get it to prioritize targets that aren't already poisoned for its attack. I'd much rather accomplish this with a soft prioritization than a hard restriction using a validator in the attack effect to prevent it from attacking poisoned targets at all.
Anyway if someone has poked around the guts of the target sort/find system and knows whether this is possible or not I'd be grateful to hear it.
I was actually wondering this same exact thing: a poison tower that prefers firing on targets that have not yet been poisoned. This is the first time hearing of target sorting, so I'm interested in how this thread will go.
I happened to be searching through threads about target sorts looking for something else and came across this post and figured I post a quick answer. The answer to your question is yes. When you first make the target sort under the ID the pull down menu options for the types of Target Sorts you can select one that says Behavior count. You may have already figured this out but just in case you were still wondering.
Yeah, figured it out a long time ago. However, target sort is not enough to get the effect I described in the OP, because target sort is only used when acquiring the initial target. Once a target is acquired the unit will continue to attack it until it no longer can (dead, out of range, etc.) So target sort is only part of the equation, the other part is changing the attack so it scans for a new target on each attack. Lots of ways of doing this.
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Anyone know if it's possible to make a target sort based on the presence of a behavior or result of a validator?
I have a tower that applies a poison effect to whatever it hits. The poison comprises the bulk of damage done and doesn't stack. So, the tower will be much, much more effective if I can get it to prioritize targets that aren't already poisoned for its attack. I'd much rather accomplish this with a soft prioritization than a hard restriction using a validator in the attack effect to prevent it from attacking poisoned targets at all.
Anyway if someone has poked around the guts of the target sort/find system and knows whether this is possible or not I'd be grateful to hear it.
@RileyStarcraft: Go
I was actually wondering this same exact thing: a poison tower that prefers firing on targets that have not yet been poisoned. This is the first time hearing of target sorting, so I'm interested in how this thread will go.
I happened to be searching through threads about target sorts looking for something else and came across this post and figured I post a quick answer. The answer to your question is yes. When you first make the target sort under the ID the pull down menu options for the types of Target Sorts you can select one that says Behavior count. You may have already figured this out but just in case you were still wondering.
@alderis: Go
Yeah, figured it out a long time ago. However, target sort is not enough to get the effect I described in the OP, because target sort is only used when acquiring the initial target. Once a target is acquired the unit will continue to attack it until it no longer can (dead, out of range, etc.) So target sort is only part of the equation, the other part is changing the attack so it scans for a new target on each attack. Lots of ways of doing this.