Q. (Duke) - Is there a way to rotate turret actor of unit? I know there is an action "set angle of actor" or something like this, but i can get only actor of type Unit from unit, but not the turret actor. It will be very good if someone tell me the way my tank always focusing his turret on target, even if i use action "make unit face angle" - because now this action breaks turret rotation and it focus target again only when unit stops rotating.
A. The only way to point a turret at an arbitrary location is to create an invisible dummy unit and a dummy weapon that doesn’t do any damage for that turret. You can then attack the dummy unit with the dummy weapon and move the dummy unit to simulate whatever turret motion you want.
This isn't ideal, obviously. We'd like to explore more game-side turret behaviors and include the ability to have actor-only turrets that look cool, but don’t affect gameplay.
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@Tekaichi: Go
We could make a ability that use all kind of behaviour and effect. By using chained persistant effect.
And I think we should write the protess down as example into wiki.
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damn it. I forgot to say working on it. 30min editing for nothing :(
20min for terrain and texture. 10min for footage doodads and fine tuning.
Ignore this post if u want, I just want to say use the noise style. Save a lot of time
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type player number.
-ban 1
show number in leaderboard
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http://wiki.sc2mapster.com/galaxy/terrain/texture-overview/
Hi guys: I created this page, because i am just tired to search for a special texture. Added the hidden snow texture sets for niflheim too.
Pls post your comment here.
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@deleted_4413474: Go
u can open a map got all data(unit effect etc) except trigger.
just using a normal mpq editor from this site.
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Hi I need a US account, exchange with my emply EU account(gold 1v1 that's all) So, if someone want to exchange pls pm me.
Cheers
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@Selfcreation: Go
every unit has an attack priority.
Combat - Attack Target Priority 20
Set it to 1
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@jangsy: Go
>periodic effect -> apply dmg0
I tried but it is the smal detail that make me unhappy.
I made 1 buff behaviour for periodic check. but the problem is i don't know how to make that behaviour check the movement vector.
I mean i need 2 point to compare the origin and the target point. How do the behaviour know i want it compare this 2 point of the abil move?
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@A52BcE: Go
cant set it to negative 0-500
However:
I can set the moving speed to 0. but the problem is, there will be no error to stop the jump action. So the unit will be sit there forever.
Even the Mover-timeout dont help :(
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bump
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@StatusQ3: Go
is assembler not out of date?
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Hi Is it posible to make a mover/behaviour, that only allows jump down cliffs and prevent jump up? How would u like to make this possible?
cheers
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@avogatro: Go http://us.battle.net/sc2/en/forum/topic/627976600
Q. (Duke) - Is there a way to rotate turret actor of unit? I know there is an action "set angle of actor" or something like this, but i can get only actor of type Unit from unit, but not the turret actor. It will be very good if someone tell me the way my tank always focusing his turret on target, even if i use action "make unit face angle" - because now this action breaks turret rotation and it focus target again only when unit stops rotating.
A. The only way to point a turret at an arbitrary location is to create an invisible dummy unit and a dummy weapon that doesn’t do any damage for that turret. You can then attack the dummy unit with the dummy weapon and move the dummy unit to simulate whatever turret motion you want.
This isn't ideal, obviously. We'd like to explore more game-side turret behaviors and include the ability to have actor-only turrets that look cool, but don’t affect gameplay.
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Hi Is there a command for manually turn unit turret to some point/angle ?
cheers