I made a faction variant of most terran buildings and those variants can build turrets on top of themselves.
The turrets are attached models (model actors) using Turret actors to turn. The problem, that i found recently, is that the turrets do not face their targets directly when the turret has an X and Y offset unless the target is in front of the turret model. As a side note this is also the case with the Diamondback model, because it's turret is also off center.
I tried to use Look At actors to fix the issue, because those actors are used to allow a model with multiple turrets, like Battlecruisers, to make the turrets face the target correctly. However I might be missing something, because i swapped the original turret model with the Liberator model, that also uses Look At actors for it's turret in Defender Mode, to check if the turret issue is model related but the turret still doesn't turn.
Here is how one of the Look At actor is set up. It is the same for other Look At actors, other than the Type, Types ID and Supporter Subject
I made the turrets turn with Look At actors by copying the values everything from the PhotonCannonTurretLookAt actor, except the Supporter Subject. But when i switched the models from the Liberator model back to the Umojan Auto Turret model, the turret stopped turning again. I don't think it is possible to solve this issue unless the turret model files are modified to be able to work with Look At actors.
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I made a faction variant of most terran buildings and those variants can build turrets on top of themselves.
The turrets are attached models (model actors) using Turret actors to turn. The problem, that i found recently, is that the turrets do not face their targets directly when the turret has an X and Y offset unless the target is in front of the turret model. As a side note this is also the case with the Diamondback model, because it's turret is also off center.
I tried to use Look At actors to fix the issue, because those actors are used to allow a model with multiple turrets, like Battlecruisers, to make the turrets face the target correctly. However I might be missing something, because i swapped the original turret model with the Liberator model, that also uses Look At actors for it's turret in Defender Mode, to check if the turret issue is model related but the turret still doesn't turn.
Here is how one of the Look At actor is set up. It is the same for other Look At actors, other than the Type, Types ID and Supporter Subject
<CActorLookAt id="UmojanMissileTurretLookAt1" parent="UnitTurret">
<Supporter Subject="UmojanMissileTurret1"/>
<Type value="UmojanMissileTurret1"/>
<Types Id="UmojanMissileTurret1">
<Start Group="Turret_00" Weight="1" Time="150"/>
<Stop Group="Turret_00" Weight="1" Time="150"/>
</Types>
</CActorLookAt>
Here are the events, that the turret models, have involving their respective Look At actors.
<On Terms="ActorCreation" Send="Create UmojanRailgunTurretLookAt1"/>
<On Terms="WeaponStart.UmojanDefensive15mmRailgun.AttackStart" Target="UmojanRailgunTurretLookAt1" Send="LookAtEngage Continue"/>
<On Terms="WeaponStop.UmojanDefensive15mmRailgun.AttackStop" Target="UmojanRailgunTurretLookAt1" Send="LookAtDisengage"/>
The turret models i am using are a Umojan Auto Turret, Umojan Missile Turret and the NewFolsomTurret_0.
I made the turrets turn with Look At actors by copying the values everything from the PhotonCannonTurretLookAt actor, except the Supporter Subject. But when i switched the models from the Liberator model back to the Umojan Auto Turret model, the turret stopped turning again. I don't think it is possible to solve this issue unless the turret model files are modified to be able to work with Look At actors.