This sounds great. I really think the “Solution #1: Categories” or similar would be a great feature, so that we don’t have to list all units. Awesome if triggers could change these codes!
I think the most intuitive way to give a unit anti-air targets would be the example:
<option name="targetsAA" value="anyMech.Infantry:anyTank:anyHeavyTank"/>
And then the lists being like
<category name="anyTank" type="unit"> <element name="germanTank"/> <element name="italianTank"/> <element name="japaneseTank"/> </category>
I think understanding the code would be could be even more intuitive for mapmakers if it was not </category> but instead </unitCategory> .
Maybe the above (unit)category code could also have a ”players” setting with a list of affected players or unaffected players, so that like some enemy units can evade this specific aa attack. Default could be ALL if not used. But this could open up for players having the same units with the same name, lige “Fighter” and “Bomber”. So like if a player develops “stealth” then his fighters/bombers can become immune from some attacks after the player is removed by trigger from the code. If a player develops “flares” then missiles can’t hit or reactive armor that disrupts RPG units’ if they have an AA attack. You get my meaning
I must admit that I don’t really understand the talk about “tags” either. Also, I don’t understand how “variables” can or should be understood in this context. To me it seems like language out of a mathematical equation.