Target Sorts. There's a (currently unused) preset called Behavior Count, which you must align to a specific Behavior, or you can activate the application of Id Markers and use the existing TSMarker.
I'm not sure whether these are reevaluated on every shot, so you might need a Search->Issue Order effect in your weapon. If you are using Issue Order effects include a way for players to deactivate them so they can still manually focus down a single target.
For the upgrade copy the weapon and swap them through the upgrade. I don't think you can do this directly, in the worst case make a Requirement to count the upgrade, a Player Requirement type validator to check this Requirement, and finally a Buff Behavior you give your unit, which bestows one weapon and removes the other one, with the validator set in the Validators (Disable) + field of the buff.
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Target Sorts. There's a (currently unused) preset called Behavior Count, which you must align to a specific Behavior, or you can activate the application of Id Markers and use the existing TSMarker.
I'm not sure whether these are reevaluated on every shot, so you might need a Search->Issue Order effect in your weapon. If you are using Issue Order effects include a way for players to deactivate them so they can still manually focus down a single target.
For the upgrade copy the weapon and swap them through the upgrade. I don't think you can do this directly, in the worst case make a Requirement to count the upgrade, a Player Requirement type validator to check this Requirement, and finally a Buff Behavior you give your unit, which bestows one weapon and removes the other one, with the validator set in the Validators (Disable) + field of the buff.