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Need help with an idea

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Hello.

I am working on a map that involves elements. One of those elements is Lightning and my idea was to create a power that allows you to activate (and damage) some descructibles and buildings that are connected with a metal terrain texture.
For example in the image i posted if a player attacks the big coil two lightning missiles are creared and stats to travel to the other smaller coils following the metal tiles.

I am trying some things but it's difficult for me so i am looking for suggestions

Thanks
 

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One could try hard coding the path for the electric missiles to travel. One approach to do this would be a sequence of points for the missiles to follow stored in an array.

I see. But i game players an ability to interact with terrain, so if one player use that ability with lightning element equipped on metal tiles it should create missiles that spread in all the directions of the tiles.
 
A simple pathfinding code can check for metal tiles under units and then follow the metal tiles by searching the 8 nearby tiles for more metal, repeatedly. You could hit the OP limit with an inefficient search but that’s another consideration. An auto-/manually-generated linked list would be a better solution.
 
I see. But i game players an ability to interact with terrain, so if one player use that ability with lightning element equipped on metal tiles it should create missiles that spread in all the directions of the tiles.
That was not in your original requirements...
I am working on a map that involves elements. One of those elements is Lightning and my idea was to create a power that allows you to activate (and damage) some descructibles and buildings that are connected with a metal terrain texture.
For example in the image i posted if a player attacks the big coil two lightning missiles are creared and stats to travel to the other smaller coils following the metal tiles.
One could still hard code the paths. One just needs to resolve which part of the path the impact occurred at and branch in both directions from there.
A simple pathfinding code can check for metal tiles under units and then follow the metal tiles by searching the 8 nearby tiles for more metal, repeatedly. You could hit the OP limit with an inefficient search but that’s another consideration. An auto-/manually-generated linked list would be a better solution.
Since they want it to travel over time, op limit would not really be an issue.
 
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