troy: feeling sea sixth
So we have people moving, but what now? Well now we want them to be killed off. Lets start with killing off the chariots and we have two options. we can either write some proper AI for the archers OR simply add a timer and distance calculator so that if the chariot spends time within a certain radius of an archer, the chariot will have periodic damage done to it. As seen in the script, when the chariot runs out of health the game object is destroyed and a prefab called 'tombstone' is slapped into the world. So now we have to do something similar for the archers. And this mostly true, with the exception of the distance and removing the time frame so the archer dies instantly when hit by the chariots. Originally I wanted to spawn a tombstone when hit, but found that since the tombstone was identical to a dead chariot, it was extremely confusing to work out who actually died. So instead the archers spawn skeletons, and when testing I found that the chariots...