Absolutely thank you for all of your help - thank you for figuring out what I meant, that was exactly it
I'm sorry to trouble you again, but could you help me with this part?
Now for the next turret. The only que you have is the destroyed turret.
So you need an event 'on TurrentObj' destroyd. Now the wrong turrent is picked. You want the next one. Call a function with as param(0) = TurrentObj.X and param(1) = TurrentObj.Y.
A function will start picking from scratch. In the 'on function event'. You make a subevent: system pick by comparisation. Object = family. Expression = distance(param(0),param(1),family.x,family.y). Value = 60 (whatever is good for you). This combined with a TurrentObj, pick nearest x= param(0) y = param(1)
I want the enemies to go towards whatever tower is nearest - regardless of if it's within "range" - right now, when the last turret "within range" is destroyed, they go to where it died, and just stay there - how do I make them go towards whatever tower is nearest?
For posterity's sake, here's a relevant image:
I feel so silly - I'm usually a very competent programmer
Edit: The bottom event (Is Pathfinding moving along path) is my attempt at the range thing. It stops ALL the enemies on-screen once one has a target... I'm working on it, but I'd appreciate a little help... Apparently I should have moved this to "Beginner Questions"