Hey I want to change the turret's attack so that it creates a line persist that collides with the first unit along the search, I have done this many times before in the context of abilities but when I try to do it in the confines of the weapon, it gathers the facing of the unit itself for the period offsets, instead of that of the turret.
Is there a way to switch the facing it receives for offsets from the turret of the weapon? or should I just trigger it?
I changed it from a building to a turnable unit, but to no avail, the effect still gathers the facing of the unit itself instead of the turret that actually launches the attack.
EDIT: nevermind, my issue was that my endpoint was set from the cast point instead of the target point, so it tried to grab the facing angle instead of the angle between points
However, the period is for a flamethrower, so it applies the effect multiple times down it's line, but if the target moves, even though the turret faces the target, the effect still applies toward it's previous position
To add to your other failure, units with Footprints are locked in place iirc and can't turn even with that flag enabled.
Regarding your original question, I don't know of any way to get the facing of the turret itself, but whatever is controlling the turret should be causing Effects, which you can track.
Just in case you run into a similar problem again later.
I am aware, I have previously removed the footprint as well. I created dummy actors to similiate the line search, and upon removing the footprint and giving it the turn able flag, the line would fire in random directions determined at the spawning of the turret (I dont use the set facing flag on the create effect so it randomizes facing) this facing wasn't changed when the turret fired the weapon.
I fixed the problem by making the turret a small period rather than a persistent which will cause the line to reset upon every activation instead of holding the initial angle, but the solution is not ideal as it prevents there from being a proper weapon cooldown.
The goal was to create a persist that fired 3 times a second applying the damage to all units in a line from the caster, with a 1s cooldown after each attack.
I initially accomplished this, but if the target moves during the 3 times, the line does not update to the new target position, but the turret does, causing a strange "I'm targetting you but you're not taking damage" effect
Hey I want to change the turret's attack so that it creates a line persist that collides with the first unit along the search, I have done this many times before in the context of abilities but when I try to do it in the confines of the weapon, it gathers the facing of the unit itself for the period offsets, instead of that of the turret.
Is there a way to switch the facing it receives for offsets from the turret of the weapon? or should I just trigger it?
I changed it from a building to a turnable unit, but to no avail, the effect still gathers the facing of the unit itself instead of the turret that actually launches the attack.
EDIT: nevermind, my issue was that my endpoint was set from the cast point instead of the target point, so it tried to grab the facing angle instead of the angle between points
However, the period is for a flamethrower, so it applies the effect multiple times down it's line, but if the target moves, even though the turret faces the target, the effect still applies toward it's previous position
To add to your other failure, units with Footprints are locked in place iirc and can't turn even with that flag enabled.
Regarding your original question, I don't know of any way to get the facing of the turret itself, but whatever is controlling the turret should be causing Effects, which you can track.
Just in case you run into a similar problem again later.
@Photoloss: Go
I am aware, I have previously removed the footprint as well. I created dummy actors to similiate the line search, and upon removing the footprint and giving it the turn able flag, the line would fire in random directions determined at the spawning of the turret (I dont use the set facing flag on the create effect so it randomizes facing) this facing wasn't changed when the turret fired the weapon.
I fixed the problem by making the turret a small period rather than a persistent which will cause the line to reset upon every activation instead of holding the initial angle, but the solution is not ideal as it prevents there from being a proper weapon cooldown.
The goal was to create a persist that fired 3 times a second applying the damage to all units in a line from the caster, with a 1s cooldown after each attack.
I initially accomplished this, but if the target moves during the 3 times, the line does not update to the new target position, but the turret does, causing a strange "I'm targetting you but you're not taking damage" effect
I would just use a colliding missile system for this problem. Also why not just have an attached turret on the unit?
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