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.
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.
@DrSuperEvil: Go
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.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!
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.
Custom Campaign Initiative | Mapster Community Project: Data Wizards
Starcraft II: Unsung Rebels, a custom campaign for Starcraft II
SC2Saver, a way to create saved games via trigger
Frustrated with the editor and would like answers in real time? Join the SC2Mapster Discord!