Try the "Transient" flag of the ability, it should be castable without interrupting the caster in any way. Turning the turret should be possible in the unit's or turret's actor events, not sure there.
Didn't know about that flag. It kept the unit from turning, which is good. From my limited testing so far it seems it just skips all cast/finish/etc times though. Do you know how to keep the casting times intact while still not turning?
At the moment I'm working with the ability type Effect - Target. I've been considering using Effect - Instant so there is no target to turn towards. However, this creates the problem of not having the target unit/point to work with in my effects...
About the turret, I'll worry about that after I've figured out the first bit properly. I just put it up there to give you an idea of what I want to do.
Edit: Setting uninterruptible flags doesn't help when using Transient flag; It's still instant cast. Uninterruptible Prepare makes the ability uncastable on the other hand.
Edit2: I was able to simulate the effect I wanted by setting the unit's Stationary Turning Rate to 0. When keeping the regular Turning Rate to 360 I am able to still turn the unit through triggers, which is what I need. Now I just need to figure out how to turn the turret when casting the ability. Something that seems nearly impossible from what I've tried as well as read. I'll post it if I have any success.
One workaround would be to use the SOp (Forward Vector) SOp to turn an attached Model actor that represents the turret towards the target of the effect before reattaching it to a default turretZ attachment point using the Reference Set event action
Rollback Post to RevisionRollBack
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
Well yeah I know this thread is old, but whenever I find an old thread like this and come up with a solution to it I post it, for someone else to find it some day or even me coming back to the problem :)
Necro award goes to: me! Changing the arc to -1 will automatically change the arc to 358.99, not allowing the unit to shoot the ability up (with a 1.01 degree range). It would be nice to be able to eliminate this because it's too cheesy to disallow a small portion of the full 360 degrees to be used! This problem could still use a solution! (By the way, if you change it to 360 degrees, then it will automatically go back to 0 degrees, and also it will go to 0 degrees automatically if you enter 359.50 - 359.99 too!)
1. Go to xml view (orange button or ctrl+D).
2. Write 360 into the field ending with "arc" in its name, search for it to find it easier.
3. Change back to your normal view.
It's a bug in the WoL editor that has been fixed in the HotS editor.
How do I make a unit cast an ability without turning. The ability needs a cast time.
In addition, how can a unit turn it's turret towards where it is casting?
I want both of these to work together, but can't figure out how to do it.
Try the "Transient" flag of the ability, it should be castable without interrupting the caster in any way. Turning the turret should be possible in the unit's or turret's actor events, not sure there.
Didn't know about that flag. It kept the unit from turning, which is good. From my limited testing so far it seems it just skips all cast/finish/etc times though. Do you know how to keep the casting times intact while still not turning?
At the moment I'm working with the ability type Effect - Target. I've been considering using Effect - Instant so there is no target to turn towards. However, this creates the problem of not having the target unit/point to work with in my effects...
About the turret, I'll worry about that after I've figured out the first bit properly. I just put it up there to give you an idea of what I want to do.
Edit: Setting uninterruptible flags doesn't help when using Transient flag; It's still instant cast. Uninterruptible Prepare makes the ability uncastable on the other hand.
Edit2: I was able to simulate the effect I wanted by setting the unit's Stationary Turning Rate to 0. When keeping the regular Turning Rate to 360 I am able to still turn the unit through triggers, which is what I need. Now I just need to figure out how to turn the turret when casting the ability. Something that seems nearly impossible from what I've tried as well as read. I'll post it if I have any success.
Set the Ability's Arc to: -1
See this thread at TheHelper.net for reference.
http://www.thehelper.net/threads/cast-ability-without-turning.143303/#post-1247047
Thats one year, 8 months. Congratulations, you got the Necro of the Week award :)
Valid as a reference though.
One workaround would be to use the SOp (Forward Vector) SOp to turn an attached Model actor that represents the turret towards the target of the effect before reattaching it to a default turretZ attachment point using the Reference Set event action
Contribute to the wiki (Wiki button at top of page) Considered easy altering of the unit textures?
https://www.sc2mapster.com/forums/resources/tutorials/179654-data-actor-events-message-texture-select-by-id
https://media.forgecdn.net/attachments/187/40/Screenshot2011-04-17_09_16_21.jpg
@Kueken531: Go
Well yeah I know this thread is old, but whenever I find an old thread like this and come up with a solution to it I post it, for someone else to find it some day or even me coming back to the problem :)
@Ice_bane: Go
Necro award goes to: me! Changing the arc to -1 will automatically change the arc to 358.99, not allowing the unit to shoot the ability up (with a 1.01 degree range). It would be nice to be able to eliminate this because it's too cheesy to disallow a small portion of the full 360 degrees to be used! This problem could still use a solution! (By the way, if you change it to 360 degrees, then it will automatically go back to 0 degrees, and also it will go to 0 degrees automatically if you enter 359.50 - 359.99 too!)
@Bionicrm: Go
1. Go to xml view (orange button or ctrl+D).
2. Write 360 into the field ending with "arc" in its name, search for it to find it easier.
3. Change back to your normal view.
It's a bug in the WoL editor that has been fixed in the HotS editor.