okay, first question.. what is the green loop icon? you have it next to system in several places. That is new to me. I guess it's related to "for each" but i don't see why this would have an icon where other actions don't. Is there something special about it I should know?
another thing. you have a system/else on line 3 all by itself. seeing it as it is by itself, i am surprised to see that works. wouldn't the else need to be linked to something to know what the other option is or is it simply that because it's the next function below the 2 line that it works?
So you use this "for each" function, is this a key part of how you differentiate the saving of UID's to each tower individually?
You use TargetUID for both Tower and Bullet. Is this needed or could they have been named uniquely?
Also I noticed that you're not using the turret behavior stuff. As you can see in my prior capx, its about having a turret rotate and point to the target and i'm not sure if that would effect anything with your approach.
Sadly after having gone through it to try and reproduce what you made in yours somehow it didn't work. I've attached the project here if you want to see what i did.
I have to say this IS a very advanced / complex way to solve this problem. very impressive, but for noobs like me its a clearly easy to mix something up.
here is the project dropbox.com/s/jt6g4icsdokxrx5/TD_Test_2.capx
the only difference i can see is that i have two enemies on the screen already where you spawn an enemy from a spot. i'm not sure if that would matter.