Hey I have an ability that can be cast while moving and launches projectiles toward the target angle, however, the unit keeps changing his facing toward the movement point instead of the target point over time. He'll face the target point for about half the movement cycle, then turn toward the target point as he continues.
Is there a way to disable the facing adjustment while moving for the duration of the ability?
How do you even make the unit turn towards the target point while moving in a different direction? If you already have some actor trickery in place that should be easy to modify.
As for your actual question, I believe you an use SiteOperation actors to "save" a specific facing temporarily, Zeratul and Maar had this in WoL campaign for the cloudy trails on their Blink abilities. Might require you to host the model on an attachment if you aren't doing so already.
The problem with that is the facing wouldn't be dynamic, the ability in question would still grab the units facing not the facing of the actor, because the actor is an attachment. And I can't seem to remove the messages that tell it to reset while moving, as far as I know there isn't an option for that.
Again, what is your existing setup? Turrets? SiteOps?
You should be able to grab the Caster Point and Target Point references on ability cast, and if you can't save that specific direction maintain Persistent effects at both points and draw the facing between those. For turrets there are options for the behavior when moving and/or not firing.
And just to be sure, the behavior you want is similar to Lucian's ultimate in League of Legends, where you face one direction, move into another, and maintain the facing regardless of where you move, correct?
Anyway, a Unit always faces in its current movement direction and there's nothing you can do about it, air units can "glide" but only as a transition between different facing angles. What can be done is making the main unit model something like the Phoenix, which has a turret attachment to rotate the entire model, make it invisible and use an attached model for the "real" appearance. Something similar can probably be achieved using SiteOps instead of a weapon+turret, the latter requires a specific point as a focus for the "visual" facing.
Since I don't play Heroes of the Storm I don't know how you select the facing for that ability, but with the above it should be easy to keep the "unit" facing a specifc target point or unit.
This would not work for the ability I seek as in my other topic, I can't seem to grab turret facing. If I could, yeah no problem that'd be great, but setting and retrieving a turret's facing is a very elusive issue
I am aware, I have previously removed the footprint as well. I created dummy actors to similiate the line search, and upon removing the footprint and giving it the turn able flag, the line would fire in random directions determined at the spawning of the turret (I dont use the set facing flag on the create effect so it randomizes facing) this facing wasn't changed when the turret fired the weapon.
I fixed the problem by making the turret a small period rather than a persistent which will cause the line to reset upon every activation instead of holding the initial angle, but the solution is not ideal as it prevents there from being a proper weapon cooldown.
The goal was to create a persist that fired 3 times a second applying the damage to all units in a line from the caster, with a 1s cooldown after each attack.
I initially accomplished this, but if the target moves during the 3 times, the line does not update to the new target position, but the turret does, causing a strange "I'm targetting you but you're not taking damage" effect
(from other topic)
Why exactly does the turret face the unit in the first place? If you can make it target the ability cast location just keep it firing on that point via a channeled attack or, worst case, a hidden dummy weapon that doesn't have any actual combat effects but can target Point-type scopes.
And I'm a bit confused at what you're trying to achieve now, are there 2 separate abilities you're working on? Is it a stationary missile turret that's supposed to fire in a fixed direction, or if it's a mobile unit how exactly should it behave while using the ability? (Heroes) Tychus seems to target a unit and keep firing at it, a simple turret weapon will do that (Voidray channel setup to keep it attacking while moving). Lucian ult you could essentially freeze the initial facing and be done with it. Being able to swivel or adjust the firing direction independently of movement of caster and target is rather complicated.
Aight so this is from 2 seperate abilities, also @uro I'll try supressing turning that might be what I'm looking for
So first ability (this one) i'm making for Tychus, but this isn't a effect-target ability it's an effect-instant. The goal is to cast the ability, apply a buff that does an angled search periodically, hit all units in that search, and have that search stretch from his facing. Once activated, a trigger turns on that makes tychus face the position of your cursor.
In theory, it would allow you to move, cast, and do other things, while still firing that cone toward his current facing. Most of this ability works, my issue is just in the movement causing him to turn away from the mouse.
The second ability is a turret for Swann, it's a redone version of his flaming betty, the goal is to make a line target instead of a single target that fires from the turret itself. I managed to make this all work, my only problem with this is that I can't seem to give it a cooldown, as when I create a persist it uses original facing and doesn't seem to update to current facing during the period, so if an enemy moves, the turret firing the weapon will follow that enemy, but the effect itself keeps firing toward that targets initial point.
Edit: @uro thanks man the suppress turning flag is exactly what I was looking for, works great!