However, since Kuekens last login was over 2 years ago. I figured he is no longer on here to answer my question, as I would have just sent him a PM.
Maybe someone out there knows how to tackle the issue.
Here is the problem. I used Kuekens strategy with the actors to modify a ship to move while firing and face the target while firing. Works perfectly. Now my hero has a specialize ability which it uses to activate different weapons. One of the weapons is actually an ability triggered by the weapon, a yamato type channeling ability.
The ability requires a channel and cannot move while it is charging up (Just like yamato)
The problem is when the unit is using this yamato type ability as its primary weapon, it will not turn to face the target. Originally, it does, but you can see the turret actor actual going back to follow the previous movement of the ship, (Since the turret setting is set to follow movement, if you don't do this, the turret acts funky during movement and combat situations)
Here are the steps I followed to set the turret, model, and actor to work like a phoenix, according to Kueken:
1.) Set the Allowed Movement to Move and uncheck the flags for Only fire at attack target and Only fire while attacking
2.) Create a new turret.
3.) Add turret to hero ship.
4.) Create Actor type (Model) and set to Phoenix or other model with TurretZ attachment point.
5.) Set events to create UnitBirth.(Hero) etc.
6.) Create Actor type (Turret) and change Turret Body field to Turret Model and set proper events Turret enable.myturret etc.
7.) Attach hero to Phoenix model
8.) Hide the phoenix by setting opacity to 0
This is a short summary of Kuekens work. It works for all weapons. Except for my ability based weapon. The reason I am not using it as an autocast ability, is I want the player to use it with the normal attack command and not have the hero keep on moving towards a target if its commanded to attack an area. It should attack from its maximum possible range. I use a dummy weapon with the same range and an issue order effect to fire the weapon, which works perfectly, except for the turret problem. The Hero will fire even when not facing the target, because of all of the above changes.
Something of interest I have noticed is if the hero is not moving and enemies come from behind or the side, it will fire but not actually face the target. It only faces the target WHILE you are moving. And since the Yamato type ability has a channeling effect and doesn't actually move while channeling, it won't face the target.
Maybe I've made the problem too complex. Perhaps there is a way around it.
To get a full understanding of what I've done, I followed the steps listed on this link written by Kueken531.
https://www.sc2mapster.com/forums/development/data/42343-attack-while-moving-turning-unit/#p15
However, since Kuekens last login was over 2 years ago. I figured he is no longer on here to answer my question, as I would have just sent him a PM.
Maybe someone out there knows how to tackle the issue.
Here is the problem. I used Kuekens strategy with the actors to modify a ship to move while firing and face the target while firing. Works perfectly. Now my hero has a specialize ability which it uses to activate different weapons. One of the weapons is actually an ability triggered by the weapon, a yamato type channeling ability.
The ability requires a channel and cannot move while it is charging up (Just like yamato)
The problem is when the unit is using this yamato type ability as its primary weapon, it will not turn to face the target. Originally, it does, but you can see the turret actor actual going back to follow the previous movement of the ship, (Since the turret setting is set to follow movement, if you don't do this, the turret acts funky during movement and combat situations)
Here are the steps I followed to set the turret, model, and actor to work like a phoenix, according to Kueken:
1.) Set the Allowed Movement to Move and uncheck the flags for Only fire at attack target and Only fire while attacking 2.) Create a new turret. 3.) Add turret to hero ship. 4.) Create Actor type (Model) and set to Phoenix or other model with TurretZ attachment point. 5.) Set events to create UnitBirth.(Hero) etc. 6.) Create Actor type (Turret) and change Turret Body field to Turret Model and set proper events Turret enable.myturret etc. 7.) Attach hero to Phoenix model 8.) Hide the phoenix by setting opacity to 0
This is a short summary of Kuekens work. It works for all weapons. Except for my ability based weapon. The reason I am not using it as an autocast ability, is I want the player to use it with the normal attack command and not have the hero keep on moving towards a target if its commanded to attack an area. It should attack from its maximum possible range. I use a dummy weapon with the same range and an issue order effect to fire the weapon, which works perfectly, except for the turret problem. The Hero will fire even when not facing the target, because of all of the above changes.
Something of interest I have noticed is if the hero is not moving and enemies come from behind or the side, it will fire but not actually face the target. It only faces the target WHILE you are moving. And since the Yamato type ability has a channeling effect and doesn't actually move while channeling, it won't face the target.
Maybe I've made the problem too complex. Perhaps there is a way around it.
Tried a dummy weapon that can fire while channeling?
In the worst case use a SOp (Forward Vector) method like in my Artillery Turret demo map.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
How do you set the dummy weapon to fire while another ability is channeling?
There is a flag for requires attack ability to fire.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@DrSuperEvil: Go
Hey DrSuperEvil..... I've unchecked that flag for my other weapons and totally forgot about it on the dummy weapon!
Such a simple solution and sometimes I just forget the easiest things. Thank you!
Irony is I had not yet tested that flag so it was a hunch or as some call it an educated guess.
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg