class_name RocketLauncherTower extends ProjectileTower func _ready() -> void: super._ready() target_finder.max_targets = floori(stats.get_attribute("Target Limit")) func _physics_process(_delta: float) -> void: if !is_multiplayer_authority(): #only doing the graphical sort of stuff but not shoot logic if target_finder.get_multiple_targets().size() >= 1: aim() return if target_finder.get_multiple_targets().size() >= 1: #networked_acquire_target.rpc(get_tree().root.get_path_to(targeted_enemy)) aim() if time_since_firing >= time_between_shots: time_since_firing -= time_between_shots shoot() func shoot() -> void: for target: EnemyController in target_finder.get_multiple_targets(): networked_spawn_rocket.rpc(get_tree().root.get_path_to(target), multiplayer.get_unique_id()) @rpc("reliable", "call_local") func networked_spawn_rocket(target_node_path: String, peer_id: int) -> void: var target: EnemyController = get_tree().root.get_node(target_node_path) var projectile: RocketProjectile = projectile_scene.instantiate() as RocketProjectile projectile.position = global_position + Vector3.UP projectile.damage = damage projectile.target = target projectile.name = base_name + str(peer_id) + str(projectile_id) get_tree().root.add_child(projectile) projectile.apply_central_impulse(Vector3.UP * 3.0) projectile_id += 1