I'm working on a behavior that will "Unpower" a Missile turret. (Turret cannot attack, and it's detector ability is nullified) The behavior itself works beautifully, however it's the animation that's causing the problem. I simply can't find a way to Pause the Turret's animation. I've looked through a few posts on the subject of pausing animations, and it sounds like the animation pause event under the events tab is the only real way to go about this. However, I have no idea what animation name is being played while the Missile Turret is idle. Also, to further confuse the matter, it seems like the Missile Turret uses animation names specific to the event/action (Names like "ConstructionDeath" and "Fidget") that are actually not in the Name dropdown by default.
I really feel in over my head on this one. If anyone has any info on this please share it.
Thanks.
(btw, before anyone asks, yes I tried the standard BSD animation name. It doesn't pause anything.)
EDIT: Oh, and the "unpowered effect is a buff that disables all the turret's abilities and disables the detector behavior
whew, youre talking about turrets. SHIT!! haha... turrets themselves have associated animation things which is why some spin 360, while others go side to side. youre gonna haveto find that setting and play with it to be able to manipulate it. i havent dont this as ive had no need. but i know ive come across the setting a couple times in my exploration / tinkering from the data editor-
i could be wrong, but i dont know if 'pausing' an animation will affect turret animations the same as regular unit animations. they may, but they may not. i know what little time i ve spent with turrets theres always a catch....
edit; as a proactive approach, maybe isntead of trying to pause the animation you dont know the name of etc... you could 'play an animation' upon the event you are wanting (say attack etc...) and pause THAT animation. sometiems if you cant beat 'em, join 'em.
whew, youre talking about turrets. SHIT!! haha... turrets themselves have associated animation things which is why some spin 360, while others go side to side. youre gonna haveto find that setting and play with it to be able to manipulate it. i havent dont this as ive had no need. but i know ive come across the setting a couple times in my exploration / tinkering from the data editor-
i could be wrong, but i dont know if 'pausing' an animation will affect turret animations the same as regular unit animations. they may, but they may not. i know what little time i ve spent with turrets theres always a catch....
edit; as a proactive approach, maybe isntead of trying to pause the animation you dont know the name of etc... you could 'play an animation' upon the event you are wanting (say attack etc...) and pause THAT animation. sometiems if you cant beat 'em, join 'em.
I'll give it a shot. And I'll look for the Turret actor and see what I can do there. Thanks. I'll let'cha know if it works
Ill trade you turrets. Mine just doesn't spin. They broke a long time ago, nobody can figure out how to fix it; Or if they can, they don't bother to tell me.
Lol, if you come across something, plop down another post. Hopes aren't high though, I've compared all the values on the MiTuTurret to the default, and the modified ones don't change anything related when I move it back to default.
Still fires, still detects, still plays the animtion for when it fires, it just doesn't spin, and shoots out of the side of itself.
Okay while keeping the Turret Disable modification in the behavior open up the turret actor and add an event: Turret Disabled->Destroy. See if that fixes it.
You can stop the missile turret rotation by going Actors >> Mi Tu Turret >> Events - Send and add event:
behavior."NAMEofYourBehaviorHERE".Destroy . However, I can't get the turret to rotate again, after the behavior wears off.
Does anyone know how to re enable the rotation after stopping it? Thanks!
You can stop the missile turret rotation by going Actors >> Mi Tu Turret >> Events - Send and add event: behavior."NAMEofYourBehaviorHERE".Destroy . However, I can't get the turret to rotate again, after the behavior wears off.
Does anyone know how to re enable the rotation after stopping it? Thanks!
This appears to be related to a bug in the engine where the Turret.Enabled actor message is not sent under certain circumstances.
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I'm working on a behavior that will "Unpower" a Missile turret. (Turret cannot attack, and it's detector ability is nullified) The behavior itself works beautifully, however it's the animation that's causing the problem. I simply can't find a way to Pause the Turret's animation. I've looked through a few posts on the subject of pausing animations, and it sounds like the animation pause event under the events tab is the only real way to go about this. However, I have no idea what animation name is being played while the Missile Turret is idle. Also, to further confuse the matter, it seems like the Missile Turret uses animation names specific to the event/action (Names like "ConstructionDeath" and "Fidget") that are actually not in the Name dropdown by default.
I really feel in over my head on this one. If anyone has any info on this please share it. Thanks.
(btw, before anyone asks, yes I tried the standard BSD animation name. It doesn't pause anything.)
EDIT: Oh, and the "unpowered effect is a buff that disables all the turret's abilities and disables the detector behavior
whew, youre talking about turrets. SHIT!! haha... turrets themselves have associated animation things which is why some spin 360, while others go side to side. youre gonna haveto find that setting and play with it to be able to manipulate it. i havent dont this as ive had no need. but i know ive come across the setting a couple times in my exploration / tinkering from the data editor-
i could be wrong, but i dont know if 'pausing' an animation will affect turret animations the same as regular unit animations. they may, but they may not. i know what little time i ve spent with turrets theres always a catch....
edit; as a proactive approach, maybe isntead of trying to pause the animation you dont know the name of etc... you could 'play an animation' upon the event you are wanting (say attack etc...) and pause THAT animation. sometiems if you cant beat 'em, join 'em.
I'll give it a shot. And I'll look for the Turret actor and see what I can do there. Thanks. I'll let'cha know if it works
@Tamagachi: Go
Ill trade you turrets. Mine just doesn't spin. They broke a long time ago, nobody can figure out how to fix it; Or if they can, they don't bother to tell me.
Lol, if you come across something, plop down another post. Hopes aren't high though, I've compared all the values on the MiTuTurret to the default, and the modified ones don't change anything related when I move it back to default.
Still fires, still detects, still plays the animtion for when it fires, it just doesn't spin, and shoots out of the side of itself.
@7MM3: Go
Can you upload the map? Maybe our combined brain power can unlock the mystery of turrets XD
Have you tried just disabling the turret in the behavior? (Turrets Disabled is a field under Modification, IIRC.)
@RileyStarcraft: Go
ya actually. Crazy thing still moves.
Okay while keeping the Turret Disable modification in the behavior open up the turret actor and add an event: Turret Disabled->Destroy. See if that fixes it.
@RileyStarcraft: Go
Alright. I'll try it tomorrow and let you know.
You can stop the missile turret rotation by going Actors >> Mi Tu Turret >> Events - Send and add event: behavior."NAMEofYourBehaviorHERE".Destroy . However, I can't get the turret to rotate again, after the behavior wears off.
Does anyone know how to re enable the rotation after stopping it? Thanks!
@oldschool01: Go
Don't you just simply Create it again at Behavior.Off?
@Ultraling: Go
You would think so, but when I tried it doesn't rotate.
This appears to be related to a bug in the engine where the Turret.Enabled actor message is not sent under certain circumstances.