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    posted a message on Rotating a turret through triggers?

    Like I said, we already figured out the rotation parameter yesturday. The problem is it is NOT that simple for the pure reason that it does not work. I have tried sending the rotation to Turret, TurretY, TurretZ and a number of different indexes for each of them with no result.

    Posted in: Miscellaneous Development
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    posted a message on Rotating a turret through triggers?

    I'm not certain how you would use matrices with the AttachSetRotation message. I'm pretty sure I understand the way it's Rotation parameter functions as I have explained to s3rius a few posts up. Testing the inputs with the basic SetRotation message allows me to predictably rotate the unit's actor. I still have not made any progress rotating the attachments though.

    I mounted a Thor unit onto the TurretZ attach point through a simple trigger to make sure that this point is rotating with the Siege Tank's barrel, it is. Sending the "AttachSetRotation TurretZ 0.707601, 0.707602, -0.000000" message does not produce any errors so the message must be legit, however it produces no noticable rotation result in either the barrel of the tank or the Thor. Sending the same Rotation parameter through SetRotation rotates my tank to face the desired relative euclidean co-ordinates 1,1,0 (North East). My best guess at the moment is either I am somehow communicating with the incorrect attach point, or there is some flag set in one of the data objects that is preventing me from manually rotating the models attach points.

    To those still interested in this post, with all respect to the ingenuity of the above mappers, I am not satisfied with the proposed method of forcing the turret rotation. Undoubtably there is some inteded method of rotating turrets to face a desired point, functions/actions such as "Look At Target From Unit Attach Point"/"Create Look At Target At Unit Attach Point" would not exsist otherwise.

    Posted in: Miscellaneous Development
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    posted a message on Rotating a turret through triggers?

    @s3rius: Go

    s3rius, I have discovered that the AttachSetRotation Rotation parameter doesn't take an angle rotation like you might expect. Instead it takes a 3d vector (format: xyz) describing the relative point the actor must face and builds a rotation from that. As an example, try use SetRotation on your base unit with the vector "1,0,0". You should notice it will rotate to face east. Use a vector of "0,1,0" and it will face north, "1,1,0" and it will face North East. Note that using "1,1,0" is the same as using the value "47,47,0" as the projected lines that connect these two points share the same gradient.

    Some bad news however, even after getting this AttatchSetRotation to function correctly, it still does not alter the direction of my turret.

    Posted in: Miscellaneous Development
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    posted a message on Rotating a turret through triggers?

    @xhatix: Go

    From my most recent findings I am certain there is a "proper" way to do this. Using the Siege Tank (Tank Mode) as an example, if you look at the Si Ta Turret actor it has a field called Yaw Query. Looks to me like this is what the turret uses to aquire it's facing direction and, in this case, it is tied to the model attachment point TurretZ (You can find this attachment by looking at the Siege Tank model in the previewer). My current train of thought is that I should be fiddling with this TurretZ attachment's rotation in order to affect the direction the attached turret is facing. Again this goes back to the AttachSetBearings/AttachSetRotation actor messages I am currently looking at. However no matter what set of parameters I pass through this messages I can't seem to get the turret to budge. Still missing something I'm afraid, will keep this post up to date with my results.

    Posted in: Miscellaneous Development
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    posted a message on Rotating a turret through triggers?
    Quote from Eiviyn: Go

    You're going to kick yourselves when you realise how easily this is done. I'll make a demo later today if I have time, and upload the map soon after. Watch this space!

    I have made some progress in my search for a method to rotate turrets (I'm looking at actor messages, specifically AttachSetBearings/AttatchSetRotation) however I still can't get the turret to rotate upon my request. I get the feeling I am on the right track but am using incorrect parameters. I eagerly await your approach.

    Posted in: Miscellaneous Development
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    posted a message on Rotating a turret through triggers?

    The question is straight forward enough, how do I go about interacting with the turrets of a unit? Specifically, how do I set their rotation/facing direction through triggers?

    Posted in: Miscellaneous Development
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