I looked through the weapon too. Weapon: Allowed Movement is set to Moving, and Weapon Options is set to just Can Initiate Attack. I tried enabling the standard "Only Fire While Attacking" and "Only Fire At Attack Target", but the problem persists.
I also tried restoring the unit's attack animation to normal. That didn't fix it either, however. The unit goes back to playing its attack animation and the turret continues to turn its wing to the target.
If I was to rebuild this from scratch, is there a tutorial I can use that's more relevant to what I'm doing? I originally used Prozaic's beginner's tutorial on turrets. However, he used a beam in his and I wanted to use a missile. I thought it would be a simple change to just use a missile actor instead of a beam actor and make a few small adjustments but I think that's where I went wrong.
I'm going to go through that tutorial again too. Maybe I didn't do something quite right.
Alright, I created the marker. I think I accidentally applied it to every unit since every unit had one, but this picture shows the problem a bit clearer.
Again, I'm shooting at the barracks. The projectile is created and follows the correct trajectory (it goes from the Phoenix to the barracks). However, the Phoenix and Marker are both pointing 90 degrees to the right of its target.
Halfway through putting a map together I decided to play around a bit with textures. I went through the FAQs and figured out how to replace textures in the set, which was quite convenient.
I went ahead and replaced three of the textures in the Bel'Shir set with Meinhoff Sand Dunes, Meinhoff White Sand, and Xil Dirt Rocky. So far the only one I'm really interested in using is the Meinhoff White Sand.
However, something strange happened to my map when I was adding/removing textures. Somehow in the process I made it impossible to use the Add Texture function. It just doesn't work at all. The replace function doesn't replace an area like it used to, it now fills the entire map. The "Remove" function works... sort of. I can remove White Sand, and it gets replaced with Sand Dunes. But if I remove Sand Dunes, it gets replaced by White Sand... so I can only really use these two textures now.
Does anyone know what happened? I've tried searching for this problem but only one relevant problem came up, and the poster "solved" it by creating a new map. I don't really want to start over from the beginning.
How do I attach the model to turret Z? My only reference to Turret Z in my turret is on the turret actor via Yaw Query. I couldn't find a SOpAttachTurretZ, only a SOpAttachTurret.
If I can't figure out how to attach this model to turret z... maybe I failed to use turret Z correctly? How should I have selected turret Z for the turret?
A pic showing the problem and one of the weapon fields from the Units data type would also help.
How is this astral pulse effect tree set up?
You might also want to add a turret disabled>destroy event for your turret actor.
What are the events of the Site actor?
Events of the Action actor might be informative.
Thanks for pointing me to that. I think the only difference was combine structural values, and I toggled it off.
Starlight Familiar adjust SOp is the actor that's positioning the turret model relative to the unit that owns the turret. I'm almost completely certain the problem isn't there, since I've removed that actor to test if it would change. The only difference it made was that the turret is placed at the origin, instead of displaced. The turret's direction is still wrong.
The Astral Pulse attack tree is really just two effects, a launch effect and a damage effect. Damage is just a standard ranged damage effect, and the launch effect is default settings with an impact effect (the damage effect), mover (punisher grenades), and ammo unit (projectile-type unit).
Site Actor events are just "ActorCreation.(Model of Turret), Create" and "ActorDestruction.(Model of Turret), Destroy".
Attaching pictures of the problem, the units weapon field, and the action actor events. It's kind of hard to get a good picture of the problem so I took two shots and cropped them so that it's more easily visible. I marked the direction the Phoenix is facing with a light blue line, and the direction of the attack in red. Both pictures depict the phoenix shooting at the bunker.
Alright I took some screenshots of the relevant pieces cause I couldn't find an easy way to port the relevant stuff to another map. I've attached screenshots of the Turret Actor, the Site Actor, the Attack Actor, and the Model (Model Addition) Actor.
There's also the Site Operation (Local Offset) Actor, but I tested removing it entirely to no avail - the turret was simply attached to the origin of the host model, and still faced 90 degrees to the right while attacking. I'm fairly certain it has nothing to do with that.
The actual turret (data-type) is just set to Spin, 360 degrees yaw arc, 45 idle rate, 180 yaw rate, and 0 yaw start. I thought it may be yaw start and adjusted it, but like the name implies, it's only the start position and doesn't influence the attack direction.
Like I said I don't really want to post the map in full, but if there's any other particular data you want to see I can get more screenshots. Thanks for your time in looking into this btw.
Then it is time I recommend uploading your map or a map where the problem is recreated so others can see what you have done in detail.
If the cause can be found, it might even be of use to other map makers who want turrets at odd angles.
There's stuff in the mod I'm working with at the permission of others so I can't upload the map in entirety. Is there any way I can copy-paste the relevant pieces into a new mod?
Difference is I use a different model for it's turret and attach my visual model onto it. If you were to change your pheonix model to that of a siege mode siege tank does the direction of firing problem still persist.
Oh good question. I'll try that.
Yep, the problem persists. The Siege Tank's cannon points precisely 90 degrees right of where it should be pointing.
So you tried dointg like in the map I posted? Or changed the attach method of the launch site?
I've gone through the map you posted and I couldn't see any relevant differences. What do you mean by changing the attach method? "Attachment: Launch Attachment Query?" I've changed it to weapon as well as AMFilterWeaponCenter00, the only two I've seen used before.
Well you were vague on your problem. The attached map is purely a workaround if you just cant get a model to be used as a turret like desired.
When the unit attacks, the turret (Phoenix model) turns so that its left wing is pointed straight at the target. I've tested it numerous times, it always turns so that the left wing points at the model. It should be facing it directly, but instead it's facing 90 degrees to the right of where it should face.
None of the settings on the turret data type pertain to direction while attacking. I tried adjusting Yaw Start but it didn't change the attack position either.
I downloaded the map you attached, but I'm not sure where in the map it corrected the problem. The Photon Cannon turret being used is untouched and it doesn't seem like it's added any events onto the relevant actors.
That doesn't help me much, because I want to have two actors undergoing different parts of the cloak animation at the same time. I don't want it to cloak completely, I want the one actor cloaking at the same time the second is decloaking, while both are attached to the same unit... which itself remains fully visible throughout the whole process.
If I can't get this to work, I'll have to figure out some other effect to mask the transition from Terran unit to Protoss unit, because I don't want to be as jarring as a sudden model swap.
I remember doing a search and finding a topic where they established that cloak is inextricably tied to the graphical effect. IDK if that's changed, but my guess is you can't use the cloaking graphical effect without actually cloaking.
If you want an alternate effect, you could consider applying opacity of 0 (over a period of x seconds, so it fades smoothly), then restore opacity (again, over a period of x seconds so it fades back in smoothly.
Make sure the right launch site/attachment is used. In worst case enable the force launch site flag on the Action actor. Does the unit even use the turret for it's weapon? Does the model you are using as a turret have a TurretZ attachment point?
The Action Actor (based on GenericAttack) has Target: Launch Site set as the Site Actor (based on CActorSite) . Art Missile: is set to the Missile Actor (based on GenericAttackMissile). The Site Actor has the Hosting: Host field set to the model actor for the turret, and the Hosting: Host Site Operations set to SOpAttachWeapon, as well as the appropriate events (copied exactly from the Uberlisk tutorial).
Uhh... I don't quite know much about attachment points. I'm using the standard Phoenix model, does it have a TurretZ attachment point? I do have the Turret Actor (based on CActorTurret) set with Attachment: Yaw Query (TurretZ).
With the flag checked, it seems to be working almost perfectly. The unit no longer performs an attack animation (I changed the event again) but the attack launch and impact sounds still play properly. The projectile is launched from the correct point. The Phoenix turret turns when it is attacking, but for some reason it faces 90 degrees to the right of the direction it attacks (the projectile emerges from its left wing). I'm guessing this is just an angle I set incorrectly somewhere?
Thanks so much for helping me fix it. I'm kind of confused though... what does this flag do? Why do none of the tutorials mention it?
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I looked through the weapon too. Weapon: Allowed Movement is set to Moving, and Weapon Options is set to just Can Initiate Attack. I tried enabling the standard "Only Fire While Attacking" and "Only Fire At Attack Target", but the problem persists.
I also tried restoring the unit's attack animation to normal. That didn't fix it either, however. The unit goes back to playing its attack animation and the turret continues to turn its wing to the target.
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@DrSuperEvil: Go
Yep, that's the only Site operation I used.
If I was to rebuild this from scratch, is there a tutorial I can use that's more relevant to what I'm doing? I originally used Prozaic's beginner's tutorial on turrets. However, he used a beam in his and I wanted to use a missile. I thought it would be a simple change to just use a missile actor instead of a beam actor and make a few small adjustments but I think that's where I went wrong.
I'm going to go through that tutorial again too. Maybe I didn't do something quite right.
0
@DrSuperEvil: Go
Alright, I created the marker. I think I accidentally applied it to every unit since every unit had one, but this picture shows the problem a bit clearer.
Again, I'm shooting at the barracks. The projectile is created and follows the correct trajectory (it goes from the Phoenix to the barracks). However, the Phoenix and Marker are both pointing 90 degrees to the right of its target.
0
Huh. I think that fixed it... thanks!
Out of curiosity what exactly happened? o.O
0
Halfway through putting a map together I decided to play around a bit with textures. I went through the FAQs and figured out how to replace textures in the set, which was quite convenient.
I went ahead and replaced three of the textures in the Bel'Shir set with Meinhoff Sand Dunes, Meinhoff White Sand, and Xil Dirt Rocky. So far the only one I'm really interested in using is the Meinhoff White Sand.
However, something strange happened to my map when I was adding/removing textures. Somehow in the process I made it impossible to use the Add Texture function. It just doesn't work at all. The replace function doesn't replace an area like it used to, it now fills the entire map. The "Remove" function works... sort of. I can remove White Sand, and it gets replaced with Sand Dunes. But if I remove Sand Dunes, it gets replaced by White Sand... so I can only really use these two textures now.
Does anyone know what happened? I've tried searching for this problem but only one relevant problem came up, and the poster "solved" it by creating a new map. I don't really want to start over from the beginning.
0
@DrSuperEvil: Go
How do I attach the model to turret Z? My only reference to Turret Z in my turret is on the turret actor via Yaw Query. I couldn't find a SOpAttachTurretZ, only a SOpAttachTurret.
If I can't figure out how to attach this model to turret z... maybe I failed to use turret Z correctly? How should I have selected turret Z for the turret?
0
Thanks for pointing me to that. I think the only difference was combine structural values, and I toggled it off.
Starlight Familiar adjust SOp is the actor that's positioning the turret model relative to the unit that owns the turret. I'm almost completely certain the problem isn't there, since I've removed that actor to test if it would change. The only difference it made was that the turret is placed at the origin, instead of displaced. The turret's direction is still wrong.
The Astral Pulse attack tree is really just two effects, a launch effect and a damage effect. Damage is just a standard ranged damage effect, and the launch effect is default settings with an impact effect (the damage effect), mover (punisher grenades), and ammo unit (projectile-type unit).
Site Actor events are just "ActorCreation.(Model of Turret), Create" and "ActorDestruction.(Model of Turret), Destroy".
Attaching pictures of the problem, the units weapon field, and the action actor events. It's kind of hard to get a good picture of the problem so I took two shots and cropped them so that it's more easily visible. I marked the direction the Phoenix is facing with a light blue line, and the direction of the attack in red. Both pictures depict the phoenix shooting at the bunker.
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@Soma2035: Go
Alright I took some screenshots of the relevant pieces cause I couldn't find an easy way to port the relevant stuff to another map. I've attached screenshots of the Turret Actor, the Site Actor, the Attack Actor, and the Model (Model Addition) Actor.
There's also the Site Operation (Local Offset) Actor, but I tested removing it entirely to no avail - the turret was simply attached to the origin of the host model, and still faced 90 degrees to the right while attacking. I'm fairly certain it has nothing to do with that.
The actual turret (data-type) is just set to Spin, 360 degrees yaw arc, 45 idle rate, 180 yaw rate, and 0 yaw start. I thought it may be yaw start and adjusted it, but like the name implies, it's only the start position and doesn't influence the attack direction.
Like I said I don't really want to post the map in full, but if there's any other particular data you want to see I can get more screenshots. Thanks for your time in looking into this btw.
0
There's stuff in the mod I'm working with at the permission of others so I can't upload the map in entirety. Is there any way I can copy-paste the relevant pieces into a new mod?
0
Oh good question. I'll try that.
Yep, the problem persists. The Siege Tank's cannon points precisely 90 degrees right of where it should be pointing.
0
I've gone through the map you posted and I couldn't see any relevant differences. What do you mean by changing the attach method? "Attachment: Launch Attachment Query?" I've changed it to weapon as well as AMFilterWeaponCenter00, the only two I've seen used before.
0
When the unit attacks, the turret (Phoenix model) turns so that its left wing is pointed straight at the target. I've tested it numerous times, it always turns so that the left wing points at the model. It should be facing it directly, but instead it's facing 90 degrees to the right of where it should face.
Everything else is working at the moment.
0
@DrSuperEvil: Go
None of the settings on the turret data type pertain to direction while attacking. I tried adjusting Yaw Start but it didn't change the attack position either.
I downloaded the map you attached, but I'm not sure where in the map it corrected the problem. The Photon Cannon turret being used is untouched and it doesn't seem like it's added any events onto the relevant actors.
0
I remember doing a search and finding a topic where they established that cloak is inextricably tied to the graphical effect. IDK if that's changed, but my guess is you can't use the cloaking graphical effect without actually cloaking.
If you want an alternate effect, you could consider applying opacity of 0 (over a period of x seconds, so it fades smoothly), then restore opacity (again, over a period of x seconds so it fades back in smoothly.
0
The Action Actor (based on GenericAttack) has Target: Launch Site set as the Site Actor (based on CActorSite) . Art Missile: is set to the Missile Actor (based on GenericAttackMissile). The Site Actor has the Hosting: Host field set to the model actor for the turret, and the Hosting: Host Site Operations set to SOpAttachWeapon, as well as the appropriate events (copied exactly from the Uberlisk tutorial).
Uhh... I don't quite know much about attachment points. I'm using the standard Phoenix model, does it have a TurretZ attachment point? I do have the Turret Actor (based on CActorTurret) set with Attachment: Yaw Query (TurretZ).
With the flag checked, it seems to be working almost perfectly. The unit no longer performs an attack animation (I changed the event again) but the attack launch and impact sounds still play properly. The projectile is launched from the correct point. The Phoenix turret turns when it is attacking, but for some reason it faces 90 degrees to the right of the direction it attacks (the projectile emerges from its left wing). I'm guessing this is just an angle I set incorrectly somewhere?
Thanks so much for helping me fix it. I'm kind of confused though... what does this flag do? Why do none of the tutorials mention it?