get a turret to face the direction of its target when it uses an ability (functions like a cannon).
have the turret play its attack animation when the ability is used.
The current setup for the unit actor is:
Abil.(abil name).SourceCastStart
AnimPlay Attack Attack
Abil.(abil name).SourceCastStop
AnimClear Attack
I have seen this message setup in other threads regarding attack animations for unit actors but for some reason it does not work in my map.
The turret actor setup is:
(Basic) Attachment: Turret Body + Subject: (Actor) (Turret Unit Actor Name)
(Basic) Event: Events +
TurretEnable.(Turret Unit Actor Name)
Create
Right now the turret doesn't rotate at all. I'd like it to turn only when aiming to fire on a target.
The turret object setup is:
(Basic) Basic: Yaw Arc 360
(Basic) Basic: Yaw Rate 360
Basic: Idle Hold
If anyone can teach me what I'm doing wrong I'd greatly appreciate it. I'll attach the map file for reference but it does contain HotS dependencies. Thank you.
Man, I am so lost. I've been trying to set up the dummy objects the way Kueken has his set up in his Turret_Ability map but the turret isn't rotating to fire.
I also tried to apply the missile launch effect I want the turret to use in an initial persistent effect with the dummy. It's not working though and I don't know how to set up the effects the right way.
I don't understand how kueken gets his siege tank turret to fire with no dummy weapon attached to any of the effects hes made in his map. I have no idea what's wrong.
he has the beamdummy weapon which is only able to attack the beam dummy unit. so whenever the dummy is created it automatically attacks the dummy, which then automatically makes the turret move since it is a weapon.
why dont you connect the attack ability with your button for the ability and disable auto attack? so instead of using a target ability you simple use a weapon with attack.
Here is an example map where ability causes the turret to turn to the ability target, and the created unit isn't hostile. This allows for multiple turrets to be able to cast the ability and not interfere with each other. When the unit is hostile in the first place, is no need to even have the issue order.... I've attached one version that uses a behavior, and one that doesn't. The one that doesn't is 1 effect and 1 behavior less, but I like the behavior one more as it kills the unit if the ability caster were to die mid cast somehow. This could also be achieved by a timed life behavior directly on the created unit. They both use a neutral unit, but you could use player origin unit too, or just about any other owner.
I leave the cool looking ability effects to you! :)
Okay, finally. Here it is. All shiny and awesome. A map with a turret that has an ability and functions like you would expect it to when you use that ability.
A very special thanks to Deadzergling for all his help in showing me how to properly set up such a polished effect chain and dummy unit.
The map has HotS assets so all you WoL mappers are shit outta luck. Sorry. I will try not to use HotS assets in my test maps in the future.
Hello, I'm trying to:
The current setup for the unit actor is:
AnimPlay Attack Attack
AnimClear Attack
I have seen this message setup in other threads regarding attack animations for unit actors but for some reason it does not work in my map.
The turret actor setup is:
(Basic) Attachment: Turret Body + Subject: (Actor) (Turret Unit Actor Name)
(Basic) Event: Events +
Create
Right now the turret doesn't rotate at all. I'd like it to turn only when aiming to fire on a target.
The turret object setup is:
If anyone can teach me what I'm doing wrong I'd greatly appreciate it. I'll attach the map file for reference but it does contain HotS dependencies. Thank you.
as far as i know turrets only react to weapons. give it a passiv dummy weapon and make the ability use the weapon on the target.
Thanks for pointing me in the right direction. I found this: http:www.sc2mapster.com/forums/development/data/53564-solved-rotate-turret-with-ability/#p16 and it has a map that Kueken made that has a dummy ability.
Man, I am so lost. I've been trying to set up the dummy objects the way Kueken has his set up in his Turret_Ability map but the turret isn't rotating to fire.
I also tried to apply the missile launch effect I want the turret to use in an initial persistent effect with the dummy. It's not working though and I don't know how to set up the effects the right way.
I don't understand how kueken gets his siege tank turret to fire with no dummy weapon attached to any of the effects hes made in his map. I have no idea what's wrong.
he has the beamdummy weapon which is only able to attack the beam dummy unit. so whenever the dummy is created it automatically attacks the dummy, which then automatically makes the turret move since it is a weapon.
why dont you connect the attack ability with your button for the ability and disable auto attack? so instead of using a target ability you simple use a weapon with attack.
Here is an example map where ability causes the turret to turn to the ability target, and the created unit isn't hostile. This allows for multiple turrets to be able to cast the ability and not interfere with each other. When the unit is hostile in the first place, is no need to even have the issue order.... I've attached one version that uses a behavior, and one that doesn't. The one that doesn't is 1 effect and 1 behavior less, but I like the behavior one more as it kills the unit if the ability caster were to die mid cast somehow. This could also be achieved by a timed life behavior directly on the created unit. They both use a neutral unit, but you could use player origin unit too, or just about any other owner.
I leave the cool looking ability effects to you! :)
Okay, finally. Here it is. All shiny and awesome. A map with a turret that has an ability and functions like you would expect it to when you use that ability.
A very special thanks to Deadzergling for all his help in showing me how to properly set up such a polished effect chain and dummy unit.
The map has HotS assets so all you WoL mappers are shit outta luck. Sorry. I will try not to use HotS assets in my test maps in the future.
@EntityEnigma: Go
Just delete the only trigger the map has (Press F6 for opening the trigger module and delete the only one called "Melee Initialization")
Awesome! Thank you so much! Map updated.