That is a possibility... You might just have to offset the TurretZ attachment on the Z to +X.
Attempted this already, If you touch the TurretZ actor with any sort of movement, it shoots off to a global coordinate, I could not find a way to offset it upwards relative to the unit that owned it.
I've also attempted the under hull viking cannon, but that doesn't seem very doable since the turret rotation also flips when you flip the gun up side down.
My recommendation for this to use a tiny Pylon under the viking as your turret, then attach Your turret model to that underneath. Thus giving the perceived effect of it rotating correctly.
After playing with the Attachment Actor Events they only seem useful at moving turrets out of the way. I cant seem to have it move the turret relative to the unit it was a part of. It only seems to Move it to the global coordinate that is set on the actor event, or if you use Rotation, or something without position, it just goes to 0,0,0 on the map.
I just went onto a Siege tank, Went to Combat - Weapons +, find the Siege Tank Weapon and set the turret to (None) this keeps the turret from revolving while attacking, and forces the tank to turn to the target to fire.
@RCIX: Go
Attempted this already, If you touch the TurretZ actor with any sort of movement, it shoots off to a global coordinate, I could not find a way to offset it upwards relative to the unit that owned it.
@aczchef: Go
I made a note on this earlier, trying to separate the turret only, I couldn't find a way to do it, so its back to a custom model still.
This is due to the fact that when you try and move the TurretZ attachment, it goes to a global position, and nothing relative to a unit.
My recommendation for this to use a tiny Pylon under the viking as your turret, then attach Your turret model to that underneath. Thus giving the perceived effect of it rotating correctly.
After playing with the Attachment Actor Events they only seem useful at moving turrets out of the way. I cant seem to have it move the turret relative to the unit it was a part of. It only seems to Move it to the global coordinate that is set on the actor event, or if you use Rotation, or something without position, it just goes to 0,0,0 on the map.
Needs more research on it.
But am tired.
@Builder_Bob: Go
If you can do that you wouldn't need a Trigger, Since actors can send their own actor messages.
Ah I see what you mean, yah you cant break a model into parts in the Data editor, only modelling programs.
@BorgDragon: Go
I just went onto a Siege tank, Went to Combat - Weapons +, find the Siege Tank Weapon and set the turret to (None) this keeps the turret from revolving while attacking, and forces the tank to turn to the target to fire.
@aczchef: Go
You cant pull a turret off a unit like the siege tank, because they are all part of one model, you have to make a new model.
@BorgDragon: Go
The siege tank can be turretless, if you don't use a Turret object with it, and don't use the turret actor.