Version 2.0 of my LEGZ project is finally done and uploaded. Now is fully annotated, has a leap and body slam attack, has birth animations, foot tipability and simplified actor structure. The leg themes are now randomised with all legs having the same theme.
Wait till all parts converge. I have perfected the turret simulation so even the cursor of abilities can be followed and can be used for weapons at offset arcs. I have perceived an arm skeleton. The Terratron shall be truly born without custom assets! Muahahahah (cough cough).
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Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Xanthos from the last mission. It's basically a giant mech with multiple separate units conjoined to it that are able to attack, be damaged, and can be destroyed; sort of like ship hardpoints from Empire at War.
One on the left is the combined model via its portrait in the Previewer, and the one on the right is what it looks like when it's separated from its individual parts in the editor (the fighter bay is on the top, rail gun on the right, flamethrower on the left, and the missile pod's on the bottom).
Added two new demo maps for people working with turrets.
The new maps are the Artillery Turret and Side Turret Demo.
Until I looked at these, I had no idea about Forward Vector/Up Vector site operations... there's a lot to learn from these public assets, thanks for posting them.
I've done something similar to the gatling cannon (2test) on the artillery turret demo, but I used Look At actors (with invisible Photon Cannons) to achieve the 3-dimensional tracking effect. From what I've seen from the artillery turret demo, using Vector site operations is far more versatile, but I'm curious as to the exact limitations of using the Look At method.
The forward and up vector SOps were figured out shortly after 10/08/2011.
I have never investigated the Look At actors. How do they work and what are the limitations? Do you have an example map highlighting what you have found? From what I have heard the Look At function is limited to certain properties hardcoded into the model used (like the Gorgon) and that unless the attachment point is set up to support such 3d turning it is unable to be turned in 3d using a Look At actor. The Artist Tavern forum mentions the look at properties of a model quite frequently. There is also a trigger used for campaign cinematic models to look at something but I have not been able to make sense of it.
I use the (0-9test) prefix because it separates stuff of different functional assets into easy to find groups and the (0-9t) string is rare in existing game assets making it easy to search for. In hind Sight ((0-9 would have been better but old habbits die hard.
Attached is a test map that uses a Look At actor on a weapon for 3-dimensional tracking.
So far, what I've found is that look at data is hardcoded into the models themselves. The only models in the editor that seem to have valid properties are the PhotonCannonEx2.m3, BattlecruiserEx2.m3, and Cyclone.m3 models. I believe storymode characters may also have this function but I'm unsure.
I have yet to figure out how the ID and Group entries under the (Basic) (None): Types + field of the Look At actor work. I've looked over the model data in the cutscene editor and in Blender as well for the models mentioned above and have found nothing that matches the entries for these fields. I just use the values on already existing Look At actors for the same model for it to function properly.
EDIT: Now that I've thought about it, I do remember the Gorgon model also responding to a Look At actor; the lights track the target of the when the look at is engaged.