Table of Contents

Cannons, Ammo, Loading & Targeting

Overview

Ship cannons support:

Firing (Mouse Target System)

How to fire

  1. Double-click a mounted cannon.
  2. If you are authorized and in range, you will see: “Select a firing location.”
  3. Click a tile or object in the world. The cannon converts the click into a world Point3D and fires at that point.

Player requirements to fire

You must:

If you cancel targeting, the cannon stops the current preparation state.

What can be targeted

The cannon fires at a Point3D (a world location). This means you can:

Loading & Ammo Source (Hull / Fixtures / Cannon)

The cannon resolves shot resources in this order:

1) Ship fixture containers (if any)

If your ship has container fixtures (example: munitions crates), the cannon will scan those first. Only containers that actually contain relevant shot items are considered (to avoid wasting time on unrelated containers).

2) Ship hold (primary)

If the ship has a hold container, the cannon pulls from the hold.

3) The cannon itself (fallback)

For backwards compatibility, the cannon also checks its own internal container last.

Required shot resources

A successful shot requires the presence of:

If any required resource is missing, the shot cannot be fired.

Ammo Types

Ammo bundles / cannonballs available in the naval content include:

Exact damage/effects are defined by your live cannonball and cannon scripts. If you want this page to include a full comparison table, add a “Cannon Comparison” section once your balancing is final.