So I decided to modify EVERY turret and well, LOL, some odd results.
Mothership becomes invisible, the entire actor is detached and floats on its side and remains in it's spot regardless, but the unit moves on the minimap and the cloak effect follows the invisible unit. You can use both Recall and Vortex just fine.
Colossus well, they don't have that giant head.
Photon Cannons lose the sphere, Missile Turrets just lose the top.
Crawlers look pretty cool... wasn't someone trying to make a Desalisk? I remember reading that thing had 6 legs, and I think the Crawler bases look pretty cool.
Planetary Fortresses look plain as hell.
Pylons lose most of the actor, just the crystal and a tiny bit of protoss plating remain.
Warp Prisms in phase mode are invisible, no actor anywhere.
Phoenix are invisible, no actor anywhere.
Both Phoenix and Warp Prism cannot be re-selected after a random amount of time/selection, even if you can see their health bars.
I decided to try make a missile tank with a combination of the Siege Tank body and the Missile Turret.
I've also attempted the under hull viking cannon, but that doesn't seem very doable since the turret rotation also flips when you flip the gun up side down.
To save you some time. Don't bother with trying to use the Turrets without the body. At least not using this detach method. As you've found out yourself, they will either remain in one spot, or they will follow the unit as they're supposed to. In addition, using triggers to move the turrets periodically doesn't look good, so you shouldn't waste your time doing that either. The only use for detaching the turret is if you want to use the unit's body.
I've also attempted the under hull viking cannon, but that doesn't seem very doable since the turret rotation also flips when you flip the gun up side down.
My recommendation for this to use a tiny Pylon under the viking as your turret, then attach Your turret model to that underneath. Thus giving the perceived effect of it rotating correctly.
You can break a turret from it's body actually. It's a workaround, but could be useful to you. Basically, if you try to set the position of an attached turret, the turret gets detached, and you can move the tank body around without the turret following.
To set an attachment's position, use a trigger to send an actor message of type Attachment Set Position.
Edit: Here's an example map. Note that I've disabled the turret actors for these units. If a unit has a turret actor, you won't be able to modify the turret's position
i think that is a huge spider mine not an auto turret well done but how do i get the turret only no tank...
im so gonna use that auto turret tho for my map
Made an Immortal-Base with a Pylon-Turret shooting Archon-Lightnings^^
Originally I wanted to make a High Templar riding an Immortal-Base but I couldn´t get the Templar to rotate when it was moving or attacking. That´s also the reason everything is called "lazy templar" - I was too lazy to rename it xD
I was going to call it a Desalisk, but I'm too lazy to look it up and its been a while and whatnot since I read about it on BNet forums, so I changed the name to Hexalisk, even though in the map everything is named "desalisk" and whatnot.
I used one of the maps to base my Hexalisk on. Stupid me... I open the trigger section up and go 'Oh crap, there's no triggers'... and couldn't figure out how the "turret top" was removed, until I looked into the Actor in the base file, haha. Good stuff.
I don't know about you, but I think the potential for Tower Variety(looks) just went through the roof. Wonder who's going to make the first 'crazy turret' Defense game where nothing is as it seems, haha.
I wanted to make this:
But the weapon only fires sometimes
The weapon is linked to the slow-moving turret holding all 3 cannons, which has to turn to the enemy first. Create independent turrets for the cannons (I tested with free rotation, it fires correctly but the cannons do not turn to the target anymore, thats why you would need extra turrets for them - assuming you want the cannons themselves to cycle around the mothership and the individual cannons to face the target)
Quote:
and the missile never starts form the turret : /
Use the "Force Launch Site" action flag for the photon missile launch actor.
ok im done with mine but for touch ups i have 2 questions multi weapon firing firing 4 weapons at once and how do i get the missiles to shoot from the attached model
I have an idea for a turreted unit, but i want to know if it's possible to extract just the Immortal's turret and use that for a unit (and hide the rest). Can it be done?
Nope. You can only move the TurretZ attachment and there's some oddities. There's a post in this thread about it... maybe one of the first few posts where the Turret gets moved.
@Lilianna: Go
That is bad ass.
So I decided to modify EVERY turret and well, LOL, some odd results.
Both Phoenix and Warp Prism cannot be re-selected after a random amount of time/selection, even if you can see their health bars.
I decided to try make a missile tank with a combination of the Siege Tank body and the Missile Turret.
I've also attempted the under hull viking cannon, but that doesn't seem very doable since the turret rotation also flips when you flip the gun up side down.
@Lilianna: Go
To save you some time. Don't bother with trying to use the Turrets without the body. At least not using this detach method. As you've found out yourself, they will either remain in one spot, or they will follow the unit as they're supposed to. In addition, using triggers to move the turrets periodically doesn't look good, so you shouldn't waste your time doing that either. The only use for detaching the turret is if you want to use the unit's body.
@Builder_Bob: Go
Builder_Bob, you are currently my hero. =D
My recommendation for this to use a tiny Pylon under the viking as your turret, then attach Your turret model to that underneath. Thus giving the perceived effect of it rotating correctly.
@Lilianna: Go
Very clever. The turret's body rotates as well, but it's not very visible when it's under the ship, so it worked quite well.
I ended up using an invisible phoenix model for the link between ship and turret due to it having Origin and TurretZ in the same position.
i think that is a huge spider mine not an auto turret well done but how do i get the turret only no tank... im so gonna use that auto turret tho for my map
@aczchef: Go
I made a note on this earlier, trying to separate the turret only, I couldn't find a way to do it, so its back to a custom model still.
This is due to the fact that when you try and move the TurretZ attachment, it goes to a global position, and nothing relative to a unit.
Made an Immortal-Base with a Pylon-Turret shooting Archon-Lightnings^^
Originally I wanted to make a High Templar riding an Immortal-Base but I couldn´t get the Templar to rotate when it was moving or attacking. That´s also the reason everything is called "lazy templar" - I was too lazy to rename it xD
@D1000: Go
By using an invisible Phoenix to link the immortal base and the templar, you can have the templar rotate when attacking.
@Builder_Bob: Go
I read about this before, but I had no idea how to do this - thanks a lot!
Awesome stuff you are creating here, guys. I learned quite a bunch at this exercise :)
Another problem
I wanted to make this:
But the weapon only fires sometimes and the missile never starts form the turret : /
I was going to call it a Desalisk, but I'm too lazy to look it up and its been a while and whatnot since I read about it on BNet forums, so I changed the name to Hexalisk, even though in the map everything is named "desalisk" and whatnot.
Spine Crawler Base, Tentacle ripped off, Hydralisk turret. Scale increase, GO!
I used one of the maps to base my Hexalisk on. Stupid me... I open the trigger section up and go 'Oh crap, there's no triggers'... and couldn't figure out how the "turret top" was removed, until I looked into the Actor in the base file, haha. Good stuff.
I don't know about you, but I think the potential for Tower Variety(looks) just went through the roof. Wonder who's going to make the first 'crazy turret' Defense game where nothing is as it seems, haha.
The weapon is linked to the slow-moving turret holding all 3 cannons, which has to turn to the enemy first. Create independent turrets for the cannons (I tested with free rotation, it fires correctly but the cannons do not turn to the target anymore, thats why you would need extra turrets for them - assuming you want the cannons themselves to cycle around the mothership and the individual cannons to face the target)
Use the "Force Launch Site" action flag for the photon missile launch actor.
ok im done with mine but for touch ups i have 2 questions multi weapon firing firing 4 weapons at once and how do i get the missiles to shoot from the attached model
I have an idea for a turreted unit, but i want to know if it's possible to extract just the Immortal's turret and use that for a unit (and hide the rest). Can it be done?
@RCIX: Go
Nope. You can only move the TurretZ attachment and there's some oddities. There's a post in this thread about it... maybe one of the first few posts where the Turret gets moved.
Hmm. Maybe if i attach a whole Immortal to my unit, then move the base down into the ground and the turret back upwards :)
@RCIX: Go
That is a possibility... You might just have to offset the TurretZ attachment on the Z to +X.
any one know how to make the missiles fire from the attached turret cause i cant figure it out