Is an explicit rotation meant to tell the unit to ALWAYS face the direction of the rotation? I did some messing around with it. For instance, I tried to create a unit shadow after-image effect and applied an explicit rotation (just to understand how it works) and the end result was that every shadow would face due north.
Is there some rotation that's relative to something else, rather than just in a direction in particular? Or am I using the actor wrong entirely?
Is an explicit rotation meant to tell the unit to ALWAYS face the direction of the rotation? I did some messing around with it. For instance, I tried to create a unit shadow after-image effect and applied an explicit rotation (just to understand how it works) and the end result was that every shadow would face due north.
Is there some rotation that's relative to something else, rather than just in a direction in particular? Or am I using the actor wrong entirely?
You can check the IsLocal field to set the rotation based on the current facing.
@Kueken531: Go
Got it. Turns out, setting the explicit rotation to local fixes the turret too. Now it's facing exactly where I want it to face when it attacks.
Huge thanks to everyone for having the patience to help me get this all sorted out. ^_^