I need multiple turrets on a unit each with limited Arcs so each individual turret only fires when the unit is facing the correct direction.
I don't know how to do this since it seems to be one big setting.
For example, I want a Front turret, and a rear turret. So when the unit is running away from a target, the rear turret will fire, and when its facing a target, the front turret will fire. I will also have 2 side turrets so if an enemy approaches from the side at the correct angle, they will also fire.
I guess the question is how do specify a specific area arc for the turret based upon the position the unit is facing?
Turrets have an Arc and Initial Angle field. For the Initial Angle, 0 degrees is facing the direction of the unit. The turret can face half the Arc in either direction from the Initial Angle.
This has been a problem for a long time and I have solved it. Pm me your email and I will send you the demo maps.
Problem is if the unit is moving the search sometimes reflects on the angle used so a persistent is needed with at least 0.016 duration to prevent the problem. To get perfect angular turrets you need a Search Area arc that works like the liberator ground cannon that applies a caster history specific Buff behaviour to the target using a target sort to prefer the same target that a second arc with 360 minus the initial arc Search Area effect removes while the buff itself uses a Location Range validator to restrict how far the target unit can move from the caster. The targeting search uses a set to also apply a Create Persistent effect to the target that is removed if the targeting buff is removed. The first search is also supressed by a buff that uses the second search.
Edit: if this site still supported SC2 maps I would just have referred you to my data assets.
I need multiple turrets on a unit each with limited Arcs so each individual turret only fires when the unit is facing the correct direction.
I don't know how to do this since it seems to be one big setting.
For example, I want a Front turret, and a rear turret. So when the unit is running away from a target, the rear turret will fire, and when its facing a target, the front turret will fire. I will also have 2 side turrets so if an enemy approaches from the side at the correct angle, they will also fire.
I guess the question is how do specify a specific area arc for the turret based upon the position the unit is facing?
Turrets have an Arc and Initial Angle field. For the Initial Angle, 0 degrees is facing the direction of the unit. The turret can face half the Arc in either direction from the Initial Angle.
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It may start in the position you tell it, but it will still go outside its limitations that you stipulate.
I want the Aft Turret to ONLY fire at targets from the rear, and the Forward turret to ONLY fire at targets in front. Still messing with it.
Thanks for the help though.
This has been a problem for a long time and I have solved it. Pm me your email and I will send you the demo maps.
Problem is if the unit is moving the search sometimes reflects on the angle used so a persistent is needed with at least 0.016 duration to prevent the problem. To get perfect angular turrets you need a Search Area arc that works like the liberator ground cannon that applies a caster history specific Buff behaviour to the target using a target sort to prefer the same target that a second arc with 360 minus the initial arc Search Area effect removes while the buff itself uses a Location Range validator to restrict how far the target unit can move from the caster. The targeting search uses a set to also apply a Create Persistent effect to the target that is removed if the targeting buff is removed. The first search is also supressed by a buff that uses the second search.
Edit: if this site still supported SC2 maps I would just have referred you to my data assets.
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https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
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