So in an effort to better learn parts of the Galaxy editor, I decided to make a TD.
The first tower I made is just a simple auto turret. I create the unit from 'scratch' (didn't right-click duplicate) and copied everything from the auto-turret. So far, everything works. But there's some issues I'd like to fix.
1) Turret rotating around
2) Build animation
The regular Auto Turret in the spins around when it's idle, and turns to face the targets it's attacking. The one I created does not do this. It stays facing 270 degrees and attacks units from that angle. It just plays it's attack animations, but facing it's same 270 degrees. How do I fix this so it turns around?
I created a 'turret' for it based off the auto turret's turret that's attached to its weapon.
Is there something I'm missing? If so how do I add it, where, and make sure it makes the turret I have do what I want it to?
For the build animation, there's currently none. It looks the same when it's building and when its built. Only difference is when it's building it gets the building loading bar. If possible, I'd like it's building animation to look like a drop-pop (like what mules come out from). Fall from the sky, land down, and boom building. Only maybe have a red dot being on the ground before hand? Then the 'building' would look like: Builder builds red dot, drop pod comes, building finished building.
1) You usually set the turret next to the main weapon on the Unit. Usually you don't have to create a custom turret actor or Turret data object if you're only copying. Usually not setting the turret will render a structure unable to turn and attack targets at all, as it can't turn as a whole.
2) All done in the Actors data tab, but quite complicated for a beginner. There's a Progress actor linked to the Build ability (common name includes "Build"), a Model actor that handles the actual visuals (usually named "StructureName"Build or "RaceName""Size"Build), and another Progress actor linked to that ("RaceName"ConstructionAttached).
The ability progress actor creates itself, the model actor is created by the Unit actor when construction starts, and said model actor creates the second progress actor upon its own creation. At least that's how it works for Terran SCVs.
I suggest you load up the WoL campaign dependencies and look into the "Orbital Depot" capability, which does almost exactly what you want. Most of it is probably handled by the Supply Depot actor and SupplyDepotBuild, the Model actor. I also suggest you read some tutorials on actors, especially the Events+ field. UnitConstruction, Progress, ModelSwap and actor Timer events can all be helpful for this, as well as the obligatory animation handlers AnimPlay, AnimGroupApply and AnimBracketStart
I replaced the turret attached to the weapon with the actual auto turret turret, and then added the effects Create turret, enable turret, and turret rotation to the main actor's turrets. It works perfectly now!
For the build animation, I messed around, and I decided to just use the regular turret birth animation. Still thanks, since I was able to add the build animation to it following what you said.
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So in an effort to better learn parts of the Galaxy editor, I decided to make a TD.
The first tower I made is just a simple auto turret. I create the unit from 'scratch' (didn't right-click duplicate) and copied everything from the auto-turret. So far, everything works. But there's some issues I'd like to fix.
1) Turret rotating around 2) Build animation
The regular Auto Turret in the spins around when it's idle, and turns to face the targets it's attacking. The one I created does not do this. It stays facing 270 degrees and attacks units from that angle. It just plays it's attack animations, but facing it's same 270 degrees. How do I fix this so it turns around? I created a 'turret' for it based off the auto turret's turret that's attached to its weapon. Is there something I'm missing? If so how do I add it, where, and make sure it makes the turret I have do what I want it to?
For the build animation, there's currently none. It looks the same when it's building and when its built. Only difference is when it's building it gets the building loading bar. If possible, I'd like it's building animation to look like a drop-pop (like what mules come out from). Fall from the sky, land down, and boom building. Only maybe have a red dot being on the ground before hand? Then the 'building' would look like: Builder builds red dot, drop pod comes, building finished building.
1) You usually set the turret next to the main weapon on the Unit. Usually you don't have to create a custom turret actor or Turret data object if you're only copying. Usually not setting the turret will render a structure unable to turn and attack targets at all, as it can't turn as a whole.
2) All done in the Actors data tab, but quite complicated for a beginner. There's a Progress actor linked to the Build ability (common name includes "Build"), a Model actor that handles the actual visuals (usually named "StructureName"Build or "RaceName""Size"Build), and another Progress actor linked to that ("RaceName"ConstructionAttached).
The ability progress actor creates itself, the model actor is created by the Unit actor when construction starts, and said model actor creates the second progress actor upon its own creation. At least that's how it works for Terran SCVs.
I suggest you load up the WoL campaign dependencies and look into the "Orbital Depot" capability, which does almost exactly what you want. Most of it is probably handled by the Supply Depot actor and SupplyDepotBuild, the Model actor. I also suggest you read some tutorials on actors, especially the Events+ field. UnitConstruction, Progress, ModelSwap and actor Timer events can all be helpful for this, as well as the obligatory animation handlers AnimPlay, AnimGroupApply and AnimBracketStart
@Photoloss: Go
Thank you, I got the turret animations working.
I replaced the turret attached to the weapon with the actual auto turret turret, and then added the effects Create turret, enable turret, and turret rotation to the main actor's turrets. It works perfectly now!
For the build animation, I messed around, and I decided to just use the regular turret birth animation. Still thanks, since I was able to add the build animation to it following what you said.