Hillbilly_Dave
New member
Is it possible to mod in more targeting options for turrets? Animals and zombie animals, for starters?
Additionally, would it be possible to add a simplified entity list function to the turret config screen that gains increasing functionality with higher Intelligence Levels?
I made a mockup image of what I have in mind and added it below. Top center is the target toggle. Self, Allied Players, Enemy Players, Neutral Players (I forgot to put that on there), Zombies, Animals, Zombie Animals. Below that, in the left box is the list of all active targets based on which target groups are toggled on. In the middle box is the priority target list and the right box is the list of ignored targets, in case you want a turret to ignore specific enemies, demolishers for example.
Basic functionality just has the turret target any entity that falls into any of the currently selected target groups, targeting the closest valid target based on active target group settings when it is acquiring a new target. When its target dies, moves out of range, or out of its line of sight, it selects a new target, selecting the target closest to it within its field of view. With increasing levels of Intelligence, additional functions start becoming available. You gain the ability to start setting priority targets and ignored targets, just one of each at first, with more priority/ignore slots opening with higher Intelligence. With priority targets, when the turret is acquiring a new target it will scan to see if any of the priority targets are in its field of view and within range. If so, it will target the highest priority target on the list that it can target but if multiple targets of the same priority level are in range, it will target the one closest to it.
As an example, you have the turret set to kill zombies and zombie animals. On the left will be a basic list of allowed targets, in this case zombies and zombie animals. Some zombies will be grouped together in a single entry because they have the same HP and do the same entity and block damage, but any zombies that have special abilities or damage numbers will have their own entry in the list. Zombies like cops, spiders, construction zombies, demolishers, etc. In this example, you also have a high enough intelligence that you can set 3 priority targets so you set cops as priority 1, dogs as priority 2, and dire wolves as priority 3. You also have it set to ignore demolishers just in case some show up. It's horde night and when the turret acquires a target, it scans its firing area and sees 2 cops and a dire wolf. It will first target the closest cop. When that cop dies or leaves its field of view, it targets the other cop. While killing the cops, a few dogs showed up. Once the second cop is dead it scans its field of view again, sees multiple dogs and a dire wolf. It begins targeting the dogs, targeting the closest dog first, then the next, then the next. Once they're all dead, it targets the dire wolf. Once the dire wolf is dead, the begins targeting and attacking the normal zombies in the horde until one of the priority targets comes up again, at which point it will switch to the highest priority target within range and line of sight.
Additionally, would it be possible to add a simplified entity list function to the turret config screen that gains increasing functionality with higher Intelligence Levels?
I made a mockup image of what I have in mind and added it below. Top center is the target toggle. Self, Allied Players, Enemy Players, Neutral Players (I forgot to put that on there), Zombies, Animals, Zombie Animals. Below that, in the left box is the list of all active targets based on which target groups are toggled on. In the middle box is the priority target list and the right box is the list of ignored targets, in case you want a turret to ignore specific enemies, demolishers for example.
Basic functionality just has the turret target any entity that falls into any of the currently selected target groups, targeting the closest valid target based on active target group settings when it is acquiring a new target. When its target dies, moves out of range, or out of its line of sight, it selects a new target, selecting the target closest to it within its field of view. With increasing levels of Intelligence, additional functions start becoming available. You gain the ability to start setting priority targets and ignored targets, just one of each at first, with more priority/ignore slots opening with higher Intelligence. With priority targets, when the turret is acquiring a new target it will scan to see if any of the priority targets are in its field of view and within range. If so, it will target the highest priority target on the list that it can target but if multiple targets of the same priority level are in range, it will target the one closest to it.
As an example, you have the turret set to kill zombies and zombie animals. On the left will be a basic list of allowed targets, in this case zombies and zombie animals. Some zombies will be grouped together in a single entry because they have the same HP and do the same entity and block damage, but any zombies that have special abilities or damage numbers will have their own entry in the list. Zombies like cops, spiders, construction zombies, demolishers, etc. In this example, you also have a high enough intelligence that you can set 3 priority targets so you set cops as priority 1, dogs as priority 2, and dire wolves as priority 3. You also have it set to ignore demolishers just in case some show up. It's horde night and when the turret acquires a target, it scans its firing area and sees 2 cops and a dire wolf. It will first target the closest cop. When that cop dies or leaves its field of view, it targets the other cop. While killing the cops, a few dogs showed up. Once the second cop is dead it scans its field of view again, sees multiple dogs and a dire wolf. It begins targeting the dogs, targeting the closest dog first, then the next, then the next. Once they're all dead, it targets the dire wolf. Once the dire wolf is dead, the begins targeting and attacking the normal zombies in the horde until one of the priority targets comes up again, at which point it will switch to the highest priority target within range and line of sight.
