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Advanced ship system

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Jun 16, 2012
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The idea is that the ships have mannpower and can be captured when the mannpower reaches zero and to make this more realistic i want to make 3 opinion off attack arrows wich only deamages the mannpower, burning arrows wich can deamage both hull and mannpower, and siege exaple balista, catapult etc.

I think the hull will simply be the health and the mannpower the mana but I'm not sure how to make this work please help me

If you have any ideas to add - pls comment and post on tread

I hope this is understandeble - let me know if not and I will explain
 
Level 14
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Sep 17, 2009
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So if you run out of mana, the attacker captures the ship, and if you run out of HP the ship sinks?

If i understand right, you want a way to swap between 3 attack types.

For an easy, and clear way, you can create dummies/items, which represent the cannons of the ship. Which dummy/item is active, does the attack (damages hp/mana/both).

You will have to make the trigger what deactivates, and activates these dummies/items. I'm not clear, if only one can be activated at the moment, or more, but you can register the cannon objects in a hashtable, so you will be able to remove/edit them when a player clicks the "change attack type"/"turn off this attack" ability icon.

For capturing the ship, the harder part is to find which attacker player the deadly arrows type missile came from. If you manage to find the player, you can change the controller of the attacked ship easily.
Also you can do an alternate way: You can only control a ship, when it's manpower is 0, and you are near enough/cast an ability on the ship(I guess you will need to move some of your ppl to the other ship (transfer mana)). I think this is easier to make with triggers, but not that automatic, may cause headaches for players. ^^

Please let me know, if a part is wrong, or unable to understand. Hope I could help
 
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