Had the same problem with my map and fixed it a minute ago.
I had copied my turret which rendered it unable to turn. So take an already existing turret.
Hope this helped ya all
I think I've tried this before but I tried it again, with no success. Not sure if it has to do with the turret or flags or the arc or the turning rate etc.
Not sure what to make of this.
I got it working now. The "movement - pathing footprint", not placement, was the troublemaker. It seems that it made it unable to turn, so I left it blank and it worked. The unit faced the enemy when attacking.
Okay, so it's true; the Movement-Pathing Footprint was the problem. It sure fixes the turning problem but now I got the following issue: I want my Unit to occupy the 2x2 space I usually defined with the pathing footprint. How can I make my unit occupy that space if I can't set a pathing footprint? :S
got the same problem it turns after removing the footprint but the placement footprint is some kind of buggy so i cant place the towers correctly to make a good maze (the "footprint" now is 2x4 with 1x2 on each side attached)
got a more or less fix for that problem: set for your tower the Movement - Radius to 0 for example and your unit will occupie only a 1x1 footprint for placement, turns correctly and shoots correctly.
the problem might be that i didn't find a way to make it a 2x2 footprint, if you raise the Movement Radius up to bigger than 0.5 i think it will occupie a 3x3 square where you can't build so i think there is no real chance to make it a 2x2 footprint.
another option i thought (but i haven't tried out) is to make your'e marine to a turret actor and make a new building with just no model or a placement model and then attach the "marine turret" to it - should work i think but i didn't have the time to try this one out.
maybe that helps, took me hours of trial and error since yesterday :D
I tried everything mentioned above, but I'm going really desperate. Trying for hours and nothing.
I have a copy of a photon cannon for my tower (as for making a TD). Now I want to have some units and imported models to act as a tower. Well, I copied my photon cannon (everything's working fine: firing the right weapons, making the right type of damage etc.). Then I assigned a model of a High Templar to it. The templar doesn't have a shooting animation or faces the enemies. I tried footprint stuff and so on, but nothing helped. Any clues?
when you use for your Footprint - Placement the 2x2 Footprint (Doodad)
it will be build correctly with a 2x2 footprint with square sides.
To block the pathing of the enemies (because when you use a marine its model only occupies a 1x1 square) u have to set the
Movement - Radius to 1
so enemy units cannot pass them when they stand next to each other in a line.
that seems to work (for my needs) - the units turn and shoot correctly.
as mentioned above i haven't tried the tower with an actual unit working as the turret - so i can't give you a fix for that :)
but maybe the fix above fits your needs i dont know :)
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I think I've tried this before but I tried it again, with no success. Not sure if it has to do with the turret or flags or the arc or the turning rate etc. Not sure what to make of this.
I got it working now. The "movement - pathing footprint", not placement, was the troublemaker. It seems that it made it unable to turn, so I left it blank and it worked. The unit faced the enemy when attacking.
And thanks guys for the help.
Solved.
@Thol: Go
Had same problem was the footprint
Okay, so it's true; the Movement-Pathing Footprint was the problem. It sure fixes the turning problem but now I got the following issue: I want my Unit to occupy the 2x2 space I usually defined with the pathing footprint. How can I make my unit occupy that space if I can't set a pathing footprint? :S
got the same problem it turns after removing the footprint but the placement footprint is some kind of buggy so i cant place the towers correctly to make a good maze (the "footprint" now is 2x4 with 1x2 on each side attached)
got a more or less fix for that problem: set for your tower the Movement - Radius to 0 for example and your unit will occupie only a 1x1 footprint for placement, turns correctly and shoots correctly. the problem might be that i didn't find a way to make it a 2x2 footprint, if you raise the Movement Radius up to bigger than 0.5 i think it will occupie a 3x3 square where you can't build so i think there is no real chance to make it a 2x2 footprint.
another option i thought (but i haven't tried out) is to make your'e marine to a turret actor and make a new building with just no model or a placement model and then attach the "marine turret" to it - should work i think but i didn't have the time to try this one out.
maybe that helps, took me hours of trial and error since yesterday :D
I tried everything mentioned above, but I'm going really desperate. Trying for hours and nothing. I have a copy of a photon cannon for my tower (as for making a TD). Now I want to have some units and imported models to act as a tower. Well, I copied my photon cannon (everything's working fine: firing the right weapons, making the right type of damage etc.). Then I assigned a model of a High Templar to it. The templar doesn't have a shooting animation or faces the enemies. I tried footprint stuff and so on, but nothing helped. Any clues?
Still stuck on this. :-/
i have found something out:
when you use for your Footprint - Placement the 2x2 Footprint (Doodad) it will be build correctly with a 2x2 footprint with square sides. To block the pathing of the enemies (because when you use a marine its model only occupies a 1x1 square) u have to set the Movement - Radius to 1 so enemy units cannot pass them when they stand next to each other in a line.
that seems to work (for my needs) - the units turn and shoot correctly. as mentioned above i haven't tried the tower with an actual unit working as the turret - so i can't give you a fix for that :)
but maybe the fix above fits your needs i dont know :)