Ever wanted to move that turret thats on the tank?, I have AttachSetRotation working now, and I had a few questions before I released it as an asset or something.
What kind of input does AttackSetRotation accept? Right now I have set it up to use 3 numbers, with the following behavior...
(I am assuming these behaviors are because im using regular numbers, no Sin Cos or PolarPoint, ect....
-1 for the first number makes the whole thing point in the general direction of left, the second number will adjust the rotation from that point.
0 for the first number will make it face ABSOLUTE north if the second number is positive, or ABSOLUTE south is the second number is in the negative
1 for the first number will make it face in the general direction of right, the second number will adjust the rotation from that point.
So the first number will tell it to either face left or right (with the second number making adjustments)
or up and down, (but the second number doesnt effect it)
also the second number, the farther it is away from zero, the SMALLER the effect. So while 5 would make it turn 5, 10 would make it turn 7, and 15 only 10. and 30 only 12 and 60 only 13... get the drift?
Also, the range for the second number seems to be -60 to 60
Does this mean you can turn the Siege Tank turret any time you want? Like if you are making a battlefield map, and you have a tank with to seats, one drives and one controls the turret, and if wants to look around, the turret turns with him?
exactly, however I still dont "understand" the numbers it accepts, right now I have it on loops turning the turret, will post link to tech vid soon. give me 10 mins.
I've spend about 30+ hours on just that alone. No lie. DrSuperEvil seems to understand the input parameters, and I seem to understand how to use those parameters, so we will be working together I think to combine the two, and I will integrate that with a camera function in my map. Once working I will release a blank map with only the needed triggers. And of course a an explanation of how to set up the turret in the data manager. As you need to "disable" the link between the tank and the turret to get the turret to accept the rotation/position commands.
I would eventually like to give something back to this community as I have found so much information here. I just started learning this editor about a week ago. (I used to map for starcraft and warcraft)
I like to take things to the limit, when people say you cant do this or do that, I say bullshit. I had made a FPS for WARCRAFT. With rather poor mouse support using ... uh... forgot what they were called, but basically you put invisible units on the map, and when the mouse goes over them it would detect it and move the screen. But it really sucked. There had to be hundreds if not thousands of these. Plus the map took awhile to initialize to put all these units down using math.
There is another person on here, doing the same thing but with tiles and using that for detection.
The input sounds like it is an XYZ vector, with the first number being X, the second number being Y and the third number being Z. Y points forward and Z points upward. Blizzard seems to use lots of vectors.
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Ever wanted to move that turret thats on the tank?, I have AttachSetRotation working now, and I had a few questions before I released it as an asset or something.
What kind of input does AttackSetRotation accept? Right now I have set it up to use 3 numbers, with the following behavior... (I am assuming these behaviors are because im using regular numbers, no Sin Cos or PolarPoint, ect....
-1 for the first number makes the whole thing point in the general direction of left, the second number will adjust the rotation from that point. 0 for the first number will make it face ABSOLUTE north if the second number is positive, or ABSOLUTE south is the second number is in the negative 1 for the first number will make it face in the general direction of right, the second number will adjust the rotation from that point.
So the first number will tell it to either face left or right (with the second number making adjustments) or up and down, (but the second number doesnt effect it)
also the second number, the farther it is away from zero, the SMALLER the effect. So while 5 would make it turn 5, 10 would make it turn 7, and 15 only 10. and 30 only 12 and 60 only 13... get the drift?
Also, the range for the second number seems to be -60 to 60
@ibebusiness: Go
Does this mean you can turn the Siege Tank turret any time you want? Like if you are making a battlefield map, and you have a tank with to seats, one drives and one controls the turret, and if wants to look around, the turret turns with him?
@GodsFury: Go
exactly, however I still dont "understand" the numbers it accepts, right now I have it on loops turning the turret, will post link to tech vid soon. give me 10 mins.
Awesome, that is pretty nice:)
I've spend about 30+ hours on just that alone. No lie. DrSuperEvil seems to understand the input parameters, and I seem to understand how to use those parameters, so we will be working together I think to combine the two, and I will integrate that with a camera function in my map. Once working I will release a blank map with only the needed triggers. And of course a an explanation of how to set up the turret in the data manager. As you need to "disable" the link between the tank and the turret to get the turret to accept the rotation/position commands.
I would eventually like to give something back to this community as I have found so much information here. I just started learning this editor about a week ago. (I used to map for starcraft and warcraft)
I like to take things to the limit, when people say you cant do this or do that, I say bullshit. I had made a FPS for WARCRAFT. With rather poor mouse support using ... uh... forgot what they were called, but basically you put invisible units on the map, and when the mouse goes over them it would detect it and move the screen. But it really sucked. There had to be hundreds if not thousands of these. Plus the map took awhile to initialize to put all these units down using math.
There is another person on here, doing the same thing but with tiles and using that for detection.
I just randomly stumbled upon this thread.
The input sounds like it is an XYZ vector, with the first number being X, the second number being Y and the third number being Z. Y points forward and Z points upward. Blizzard seems to use lots of vectors.