Choose ammunition from unit state
Connect the button, conditional projectile and firing event
Define two projectile types
Keep normal damage at 18 and set enhanced damage to 30 with a blue color, obvious visual and numerical differences make mode testing easier
[projectile_powered]
directDamage: 30
life: 1.5s
speed: 4
drawSize: 1.3
color: #80D8FFLet the turret condition choose
projectile is the default and altProjectile is the conditional alternative, the alternative is selected when altProjectileCondition is true, reading the memory changed by the button
[turret_main]
x: 0
y: 0
projectile: shell
altProjectile: powered
altProjectileCondition: memory.powered
onShoot_triggerActions: countShotCount actual shots
Attach the counter to the turret firing event so a button click does not count as a shot, assign the old value plus one and keep the action reference consistent
[hiddenAction_countShot]
setUnitMemory: shots=memory.shots + 1Use repeatable checks
Spawn one tank, fire three normal shots and two enhanced shots, expect a count of 5, then create another tank and expect its count to start at 0
Try it yourself
Sketch a three-ammunition state flow and decide whether a boolean still fits