// SelectedTargetsSettings.cs
...
else if(this.nearestKey.GetButton(user.InputID))
{
selectedTargets[index] = ORK.Game.Combatants.GetNearest(user, true,
this.onlyInBattleRange ? Battle.BattleRange : this.range,
this.selectEnemies, this.selectDead, this.GetConsiderBattle(), this.CheckTarget);
this.raycastRemoveBlocked = this.raycastTargetingRemoveBlockedByInput;
this.lastRaycastTarget = null;
}
else if(!this.autoSelect && this.removeKey.GetButton(user.InputID))
{
selectedTargets[index] = null;
this.lastRaycastTarget = null;
}
...
It looks like you're new here. If you want to get involved, click one of these buttons!
Meanwhile, you can also use schematics to change selected targets, see the Change Selected Target node.
Edit: Next update will change the behaviour, using the same key for remove and any of the other target selection keys will work. If a target is selected, it'll be removed, otherwise select a new one.
If you're enjoying my products, updates and support, please consider supporting me on patreon.com!