i want something like the campaign bunker turret upgrade, but without using the campaign dependencies.
right now, I have the event on the bunker's actor that attaches the auto-turret model (offested) to the turret and the upgrade itself allows the bunker to deal damage. the problem is that A) the turret does not move and B) the attack animation has the firing come from the bunker as if it were occupied so its like a phantom is shooting out of the bunker like a marine instead of the turret.
there is probably a much better way to do this. can anyone help me with this?
you need to do it just like the uberlisk does with its spines. basically same system. need to send signals to the attachment etc. check out the tutorials for that.
i want something like the campaign bunker turret upgrade, but without using the campaign dependencies.
right now, I have the event on the bunker's actor that attaches the auto-turret model (offested) to the turret and the upgrade itself allows the bunker to deal damage. the problem is that A) the turret does not move and B) the attack animation has the firing come from the bunker as if it were occupied so its like a phantom is shooting out of the bunker like a marine instead of the turret.
there is probably a much better way to do this. can anyone help me with this?
@joey101d: Go
you need to do it just like the uberlisk does with its spines. basically same system. need to send signals to the attachment etc. check out the tutorials for that.
ProzaicMuze did do a tutorial specifically for a bunker turret attachment. Though he doesn't go into the upgrades part. Maybe it'll help
http://www.sc2mapster.com/forums/resources/tutorials/8926-data-working-with-attachments-beginner-difficulty/
I set up something similar where I made it so that an upgrade could be researched which enables Auto-Turrets on Battlecruisers. Here.