A recap sounds like a great way to implement this. People that just want to copy paste can do it.... and people that want to learn what each action does can as well. I think it would be cool if you could do it like this:
To attach the turret you need:
1. attach the model to part X (you need to attach to a specific point [like turretZ] BECAUSE,...)
2. then you have to change the actor of XY to ZZ, this will do XX and is needed to archieve this and that BECAUSE,...
Or simple: Leave out everything but the because lol. Explain what you did and WHY and WHAT each step really does (you did the "what" part a little here, that was actually the most useful info for me!)
kinda gave up now. I can get your Bunker to rotate the attachment and shot beams out of it. But i can NOT duplicate this behavior to my own tower. Since i am using a doodad as a base i have to attach a hard point to it... i took the auto turret model that has a turretZ point. Also the turret is showing up and i can make it small enough to not see it anymore. But whatever i try... i can not attach anything on the autoturrets turretZ spot. Nothing will show up,... shooting the beam out of something should be working by now, but i am stuck at attaching that golf ball to my auto turret. Copied about everything from the test map and double and triple checked.
Ill go along with 38dedo here and say THANK you for your work here, but id also like to understand what i am doing and not just copying your work every time i try a new Unit / Tower idea. If you find the time to do this "orbiting stuff" Tut and could combine it with the needed explanations, that would just be pure ownage :-)
Cant get this to work, sounded easier then it seems to be. Looking forward to your concept map. Pretty sure this would be a cool effect a lot of people would like to use!
Edit: Was able to implement this into your Attachment tutorial map now, kinda need to add and change a lot of stuff, but got the balls orbiting the turret and shooting. Looks awesome. Now i hope i can implement this into my own towers as well, without breaking them lol
Hmm, sounds interesting. Ill try that out, hope my understanding of turrets and attaching them will suffice. Still having a hard time to decide when i will need an actor and what i actually have to put into that actor :/
Hmm, this seems to come closest to my question: All i found here about rotation and orbiting is how to move a model one time, for good. Is it possible to let a turret orbit a unit? Like a Zealot with a Glowing ball around his head, that is orbiting him and well, is a turret that shots?
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A recap sounds like a great way to implement this. People that just want to copy paste can do it.... and people that want to learn what each action does can as well. I think it would be cool if you could do it like this:
To attach the turret you need: 1. attach the model to part X (you need to attach to a specific point [like turretZ] BECAUSE,...) 2. then you have to change the actor of XY to ZZ, this will do XX and is needed to archieve this and that BECAUSE,...
Or simple: Leave out everything but the because lol. Explain what you did and WHY and WHAT each step really does (you did the "what" part a little here, that was actually the most useful info for me!)
kinda gave up now. I can get your Bunker to rotate the attachment and shot beams out of it. But i can NOT duplicate this behavior to my own tower. Since i am using a doodad as a base i have to attach a hard point to it... i took the auto turret model that has a turretZ point. Also the turret is showing up and i can make it small enough to not see it anymore. But whatever i try... i can not attach anything on the autoturrets turretZ spot. Nothing will show up,... shooting the beam out of something should be working by now, but i am stuck at attaching that golf ball to my auto turret. Copied about everything from the test map and double and triple checked.
Ill go along with 38dedo here and say THANK you for your work here, but id also like to understand what i am doing and not just copying your work every time i try a new Unit / Tower idea. If you find the time to do this "orbiting stuff" Tut and could combine it with the needed explanations, that would just be pure ownage :-)
Cant get this to work, sounded easier then it seems to be. Looking forward to your concept map. Pretty sure this would be a cool effect a lot of people would like to use!
Edit: Was able to implement this into your Attachment tutorial map now, kinda need to add and change a lot of stuff, but got the balls orbiting the turret and shooting. Looks awesome. Now i hope i can implement this into my own towers as well, without breaking them lol
Hmm, sounds interesting. Ill try that out, hope my understanding of turrets and attaching them will suffice. Still having a hard time to decide when i will need an actor and what i actually have to put into that actor :/
Hmm, this seems to come closest to my question: All i found here about rotation and orbiting is how to move a model one time, for good. Is it possible to let a turret orbit a unit? Like a Zealot with a Glowing ball around his head, that is orbiting him and well, is a turret that shots?