Some very awesome looking High Templar Weapons in the last weeks WDE, nice work!
Weekly Data Exercise #10
Lets do some work with turrets, I haven't seen them used creatively enough yet, and for all those that are making TD's this can be awfully useful, there are so many unpolished maps where there are towers upgraded but the turrets are not working correctly....
So what are you going to do?
Simply enough, we are going to add turrets to already created units, you can do this by making them an upgrade on the unit where they have to research the turret for it to be placed on the unit. Or just create them already built in the unit. For the more advanced data editors I would like to see the upgrade option!
Some things to think about when doing this exercise, lets try and keep it realistic looking, so scale everything to look realistic, try and keep damage realistic. Implement the turret so it properly turns and shoot at its target.
Ideas/Challenges
Vikings with an under hull turret to shoot ground units.
Battlecruisers with anti air turrets.
Mothership with Photon Cannon air defense.
Siege tanks with Tesla Coils instead of cruicio Cannon (yes think diamondback but recreate it)
LOL Nice Kueken, I like it lol. You shoulda had a few more of them and then made them able to crush marines by rolling over them at the same time, hahaha would be even more epic.
EDIT:: Anyone know where I can find that turretless Tank? Any turretless tank, wether its regular or merc?? =D
If I can get a turretless tank, I'll be working on a second map quite possibly.
For real? I always throught the Turret was part of the tank... I mean when you load the tank in the previewer it comes with the turret and all. I just thought the turret actor & turret object controlled the movement independently. Thanks for letting me know, I'll look into it ;)
Nope, the used models do not have a TurretZ attachment and I have no idea, how to rotate a turret without it (except some things like attaching to an invisible model utilizing a TurretZ attachment, which is probably a lot of work adjusting)
I can't figure out how to get rid of the turret on the tank... I disassociated the turret with the weapon, modified the actor Si Ta Turret to NOT include enabling Siege Tank Turret aswell, and the turret is still there...
Are you certain you can simply just do it that way???
EDIT: @ Kueken
you don't actually need a TurretZ attachment to rotate stuff... I've managed to attach a turret to 'Tassadar' on the Origin attachment point, and then attached a ModelAddition to the turret and made the turret constantly spin. I add this turret to the Unit's Combat - Turrets field, and NOT the Combat - Weapons + field and everything works great. Check my youtube video for the Uber Templar/Adun(can't remember whats its called but should be one or the other) and you can see the spinning Model.
My turret won't remain on the unit. It disappears after 3 seconds in game. Everytime I edit 1 small thing, the editor crashes. It just crashed 7 times in 3 minutes. I'm done. Fucking turrets. It doesn't crash if I do other stuff. Stupid turrets.
Don't know if I'm going to bother continuing with turrets. Having to reload the editor, and then the map over and over is just too annoying.
I just went onto a Siege tank, Went to Combat - Weapons +, find the Siege Tank Weapon and set the turret to (None) this keeps the turret from revolving while attacking, and forces the tank to turn to the target to fire.
What Aczchef wants is exactly what I wanted... a turretless tank. I already did what you said to do... removed the 'turret' from the Combat - Weapons+ field. That was the first thing I did... The Turret is still quite visibly there on the siege tank... I saw somewhere on SC2Mapster someone used a TURRETLESS Siege Tank. I'll have to search for it, it would seem.
........
So I found the Turretless Siege Tank and it has no animations.... almost. Attack causes it to do the 'force knockback' effect that regular tanks have, you can see a slight movement. Walk animation doesn't spin the wheels, and the attachment points 'jump' from 1 spot to another and then back real fast on certain animations...
You can break a turret from it's body actually. It's a workaround, but could be useful to you. Basically, if you try to set the position of an attached turret, the turret gets detached, and you can move the tank body around without the turret following.
To set an attachment's position, use a trigger to send an actor message of type Attachment Set Position.
Edit: Here's an example map. Note that I've disabled the turret actors for these units. If a unit has a turret actor, you won't be able to modify the turret's position
After playing with the Attachment Actor Events they only seem useful at moving turrets out of the way. I cant seem to have it move the turret relative to the unit it was a part of. It only seems to Move it to the global coordinate that is set on the actor event, or if you use Rotation, or something without position, it just goes to 0,0,0 on the map.
Needs more research on it.
But am tired.
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Weekly Data Exercise
Some very awesome looking High Templar Weapons in the last weeks WDE, nice work!
Weekly Data Exercise #10
Lets do some work with turrets, I haven't seen them used creatively enough yet, and for all those that are making TD's this can be awfully useful, there are so many unpolished maps where there are towers upgraded but the turrets are not working correctly....
So what are you going to do?
Simply enough, we are going to add turrets to already created units, you can do this by making them an upgrade on the unit where they have to research the turret for it to be placed on the unit. Or just create them already built in the unit. For the more advanced data editors I would like to see the upgrade option!
Some things to think about when doing this exercise, lets try and keep it realistic looking, so scale everything to look realistic, try and keep damage realistic. Implement the turret so it properly turns and shoot at its target.
Ideas/Challenges
Have an Idea for the WDE, post it here!
Why not turn your results into an asset for others to use!
Couldn't resist, I made Tesla Coils with original C&C Red Alert 2 sounds and a video with C&C soundtrack :D
Did not make much use of actual turret objects, though.
@Kueken531: Go
LOL Nice Kueken, I like it lol. You shoulda had a few more of them and then made them able to crush marines by rolling over them at the same time, hahaha would be even more epic.
EDIT:: Anyone know where I can find that turretless Tank? Any turretless tank, wether its regular or merc?? =D
If I can get a turretless tank, I'll be working on a second map quite possibly.
@BorgDragon: Go
The siege tank can be turretless, if you don't use a Turret object with it, and don't use the turret actor.
@Lilianna: Go
For real? I always throught the Turret was part of the tank... I mean when you load the tank in the previewer it comes with the turret and all. I just thought the turret actor & turret object controlled the movement independently. Thanks for letting me know, I'll look into it ;)
@Kueken531: Go
haha thats still awesome, nice work kueken.
I wonder if you rotated the actor so that the tesla coil pointed like the seige tank turret at its victims, so that it actually uses the turret actor?
Nope, the used models do not have a TurretZ attachment and I have no idea, how to rotate a turret without it (except some things like attaching to an invisible model utilizing a TurretZ attachment, which is probably a lot of work adjusting)
@Lilianna: Go
I can't figure out how to get rid of the turret on the tank... I disassociated the turret with the weapon, modified the actor Si Ta Turret to NOT include enabling Siege Tank Turret aswell, and the turret is still there...
Are you certain you can simply just do it that way???
EDIT: @ Kueken you don't actually need a TurretZ attachment to rotate stuff... I've managed to attach a turret to 'Tassadar' on the Origin attachment point, and then attached a ModelAddition to the turret and made the turret constantly spin. I add this turret to the Unit's Combat - Turrets field, and NOT the Combat - Weapons + field and everything works great. Check my youtube video for the Uber Templar/Adun(can't remember whats its called but should be one or the other) and you can see the spinning Model.
@Kueken531: Go
That video brings back soooo many memories....
My turret won't remain on the unit. It disappears after 3 seconds in game. Everytime I edit 1 small thing, the editor crashes. It just crashed 7 times in 3 minutes. I'm done. Fucking turrets. It doesn't crash if I do other stuff. Stupid turrets.
Don't know if I'm going to bother continuing with turrets. Having to reload the editor, and then the map over and over is just too annoying.
find out how to dis attach the tank turret cause i would like just the turret for my tower
@BorgDragon: Go
I just went onto a Siege tank, Went to Combat - Weapons +, find the Siege Tank Weapon and set the turret to (None) this keeps the turret from revolving while attacking, and forces the tank to turn to the target to fire.
@aczchef: Go
You cant pull a turret off a unit like the siege tank, because they are all part of one model, you have to make a new model.
well poop i need some sort of barrel for my weapon...
@Lilianna: Go
What Aczchef wants is exactly what I wanted... a turretless tank. I already did what you said to do... removed the 'turret' from the Combat - Weapons+ field. That was the first thing I did... The Turret is still quite visibly there on the siege tank... I saw somewhere on SC2Mapster someone used a TURRETLESS Siege Tank. I'll have to search for it, it would seem.
........
So I found the Turretless Siege Tank and it has no animations.... almost. Attack causes it to do the 'force knockback' effect that regular tanks have, you can see a slight movement. Walk animation doesn't spin the wheels, and the attachment points 'jump' from 1 spot to another and then back real fast on certain animations...
Ah I see what you mean, yah you cant break a model into parts in the Data editor, only modelling programs.
You can break a turret from it's body actually. It's a workaround, but could be useful to you. Basically, if you try to set the position of an attached turret, the turret gets detached, and you can move the tank body around without the turret following.
To set an attachment's position, use a trigger to send an actor message of type Attachment Set Position.
Edit: Here's an example map. Note that I've disabled the turret actors for these units. If a unit has a turret actor, you won't be able to modify the turret's position
@Builder_Bob: Go
If you can do that you wouldn't need a Trigger, Since actors can send their own actor messages.
@Lilianna: Go
That's correct. Hope it'll be useful to you
@Kueken531: Go
WOW that is a sexy tank :D
After playing with the Attachment Actor Events they only seem useful at moving turrets out of the way. I cant seem to have it move the turret relative to the unit it was a part of. It only seems to Move it to the global coordinate that is set on the actor event, or if you use Rotation, or something without position, it just goes to 0,0,0 on the map.
Needs more research on it.
But am tired.