I removed the creation event on the Turret actor, which apparently only cut it's connection to the unit and not the creation itself. After that I was able to move and rotate the turret to my liking.
Drawback however: The turret doesn't stick to the tank anymore and has to be moved manually.
It still plays animations as normal though (firing etc).
The AttachSetRotation only takes the first 3 values given to it, which are X,Y,Z coordinates, at least when the documentation is correct.
("Constructs and returns an AttachSetPosition message. Sets the position of a model's attach point (or potentially multiple attach points if you use an attach method) to the specified world coordinates.")
I think the function might even work, but the problems lies in something else: We cannot figure out to address the attached turret actor in any way. No matter what I tried it'll always send the message to either the main actor (the whole tank) or it wouldn't work at all.
I tried to access the turret through a variety of references and with different Actor messages, but none of it worked.
Yea, that pretty much were my most recent findings too - with the same result: No matter which parameters I entered it didn't work.
I noticed however that the GUI doesn't accept any rotation value with AttachSetRotation, but even with custom script and inserting it manually it doesn't work.
That only works in some cases. For sieged Siege tanks or for Autoturrets that might work fine, but for unsieged Tanks or hellions it'll simply rotate the entire unit, not only the turret.
What we're searching is a way to rotate ONLY the turret and keep the actual unit facing unchanged.
Many people, including me (^.^), have tried finding that out and failed miserably.
The only clue I have is that you can probably address the actor turret (turrets have their own actors) through the actor unit via a certain name. I tried giving the turret a certain name or searching for the right name to get the turret, but to no avail.
I also did some more research and managed to get it working somehow.
Link Removed: http://www.mediafire.com/?tntetkywhdi
I removed the creation event on the Turret actor, which apparently only cut it's connection to the unit and not the creation itself. After that I was able to move and rotate the turret to my liking.
Drawback however: The turret doesn't stick to the tank anymore and has to be moved manually.
It still plays animations as normal though (firing etc).
@xhatix: Go
The AttachSetRotation only takes the first 3 values given to it, which are X,Y,Z coordinates, at least when the documentation is correct.
("Constructs and returns an AttachSetPosition message. Sets the position of a model's attach point (or potentially multiple attach points if you use an attach method) to the specified world coordinates.")
I think the function might even work, but the problems lies in something else: We cannot figure out to address the attached turret actor in any way. No matter what I tried it'll always send the message to either the main actor (the whole tank) or it wouldn't work at all.
I tried to access the turret through a variety of references and with different Actor messages, but none of it worked.
@Kalekin: Go
That is some nice progress. GJ :)
@Eiviyn: Go
That's pretty much exactly what we are looking for - that tank turning his main weapon.
Would you be so kind to either upload that map or give us the line(s) of code for rotation? (btw, map looks nice).
Yea, that pretty much were my most recent findings too - with the same result: No matter which parameters I entered it didn't work.
I noticed however that the GUI doesn't accept any rotation value with AttachSetRotation, but even with custom script and inserting it manually it doesn't work.
That only works in some cases. For sieged Siege tanks or for Autoturrets that might work fine, but for unsieged Tanks or hellions it'll simply rotate the entire unit, not only the turret.
What we're searching is a way to rotate ONLY the turret and keep the actual unit facing unchanged.
Now I'm interested :)
Many people, including me (^.^), have tried finding that out and failed miserably.
The only clue I have is that you can probably address the actor turret (turrets have their own actors) through the actor unit via a certain name. I tried giving the turret a certain name or searching for the right name to get the turret, but to no avail.