Ok I found the "TurretRotation" event type.
It does fire, I was able to test that by enabling the Halo Start.
Basically I want to manually control and change the facing angle of the body portion of the actor. The unit is set to Non-Turnable so that it won't take any facing actions on its own automatically.
I'm not sure how to create a validator to check the turret's facing angle and thus define a range with LT/GT values.
The goal is to make a unit look more retro and rotate only in 16 arcs.
This method won't work for units that already have a turret. I would have to separate the body and turret, create individual models/actors/units and then re-attach them as one unit, so both can have their own invisible turret.
And the unit does glow, so that event is firing.
I've tried "TurretRotationUpdate" but that does not seem to respond
There are two problems:
- I cannot find a validator for checking the turret facing angle. So I may need to do what you've done with creating multiple turrets.
- "SetFacing" , "SetAngle" , "ForceSetAngle" don't seem to have any effect, regardless of weather Turnable flag is on or off.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
What would be the best way to intercept the act of a turret turning? Like a Siege Tank turret.
Would this have to be done via some periodic trigger?
Could you explain more of what it is you're trying to accomplish.
@MaskedImposter: Go
I'd like to be able to check the turret's facing angle, either as the value changes, or periodically, and send animation messages to the actor.
@MaskedImposter: Go
Ok I found the "TurretRotation" event type. It does fire, I was able to test that by enabling the Halo Start.
Basically I want to manually control and change the facing angle of the body portion of the actor. The unit is set to Non-Turnable so that it won't take any facing actions on its own automatically. I'm not sure how to create a validator to check the turret's facing angle and thus define a range with LT/GT values. The goal is to make a unit look more retro and rotate only in 16 arcs.
This method won't work for units that already have a turret. I would have to separate the body and turret, create individual models/actors/units and then re-attach them as one unit, so both can have their own invisible turret.
I really need help with this.
@Dabbu420: Go
How did you set up the "TurretRotation" event?
@newone90: Go
I'm using TurretRotation
HaloStart
And the unit does glow, so that event is firing. I've tried "TurretRotationUpdate" but that does not seem to respond
There are two problems: - I cannot find a validator for checking the turret facing angle. So I may need to do what you've done with creating multiple turrets. - "SetFacing" , "SetAngle" , "ForceSetAngle" don't seem to have any effect, regardless of weather Turnable flag is on or off.