Ok let me explain again. The map I uploaded is what I am trying to achieve on another map. Instead of recreating the missile turret, I created a unit from scratch. The issue I have is creating a turret and linking it properly to this unit I created.
@SoulCarverr ->
Yes, the unit is not turning.
Edit: Scratch that, it wasn't how silly of me. Forgot to check the flags. I will give an update in a moment, testing.
Edit (again): I feel like an idiot now, the issue was the flags the entire time. *sighs*
In short, I want the tower to attack only to the right of it, which by my math is 90 degrees. So the way I figure, if the turret starts at 90, it should only be able to attack whats in front of it with the turret moving locked.
@ DrSuper Evil -> The map I uploaded is what I am trying to reproduce from scratch. The issue as I stated before was I am having issues doing so. Seems I might need a step by step method of adding a turret if it seems I didn't add one correctly.
Also the missile turret uses the turret, but the screen shot I uploaded was from a different map.
The Yaw Arc is how many degrees left and right of pointing straight the turret can turn to use its effects/damage. If this value is set to 0 it can only attack stuff straight infront of the unit.
Right, I understand this, and this is my goal. I have the turret's Yaw starting at 90 degrees. I want the tower to shoot only in a strait line. But like I said, the issue I am having seems to be linking the turret correctly. I have already altered a missile turret to do what I want. In fact, i'll attach the test map to give you an example of what I am trying to do. Although that probably won't help much with my current issue.
Edit: I'm pretty sure it's the turret, because when I alter any turret yew setting it breaks the tower.
The turret actor was set to create on Turret Enable, which I believe was from the missile turret. Should this be changed to create on unit birth, where the unit is the tower?
The turret actor 'Attachment - Yaw Query - Methods' - was set to "TurretZ".
The turret 'Yew Arc' was set to 0, so yes.
The unit 'Combat - Weapons - Turret' field did have my turret in place.
Also, as I know one has to change a weapon so the damage is done by the weapon projectile which I did, is the same true for a turret? Does one have to link it to the weapon to some degree?
Edit: I attempted to change the turret actor to create on unit birth, yielding the same results. Just to verify, we are talking about changing the actors 'events' to:
"Msg Type: Unit Birth", "Source Name: <unit name>", and then the action "Msg Type" to create?
Like dragon said, there are trigger events to catch such things. You can even use something alone the lines of, 'when unit finishes casting an ability or spell'.
I have successfully altered a Missile Turret to attack only at a 90 degree angle. In the process of trying to replicate this unit, I found too many issues, so I created a unit (a tower with a working attack) from scratch that is 100% functional.
My issue is, when I tried to create a turret for said unit, I could not get the unit to function properly. For example, when I added the created turret to the base unit's "turret", and made the angle adjustments, the tower would attack, but not yield any effects or damage. After reverting the towers turret to it's regular state, the tower continued to act normally.
I created an actor for the towers turret (copied from the missile turrets actor), and I think I linked it properly.
Is there something I am missing in this turret creating process? I looked at the tutorial on these forums, but it wasn't too helpful considering the lack of detail and general goal to do something different.
If any additional information is needed please let me know.
I would help but I dont know. Shameless bump for this guy. :D
Thanks.
If this issue seems unsolvable, maybe someone can direct me to a detailed unit creating tutorial. I have tried many, and it seems that most are either outdated or not detailed enough to create your own unit from scratch or copy a unit efficiently.
I did something like this in WC3, along with what Skrow said, you can alternatively make the zergling patrol the marine. I think they might have changed the function of patrol in SC2 but in any case, you will have to make a custom script for this command.
No, I don't see a white dome instead of a build animation, nothing shows, I can hear the warping in build sound. And yes, I do see the final product, the unit does form when it is done building.
But in any case I will check the actors, although I don't think that may be the issue. Thanks in any case, I will let you know.
[Edit: I did not copy anything, just as another note. I made new actor, unit weapon..ect as I said in the first post. I based them from the photon cannon. ]
If you want custom stuff, you can import custom skins and models. Turning fire blue probably won't give the effect of ice. You can also look through the current models in the game to see if there are any that look more like something you want. (ie projectiles)
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@DrSuperEvil: Go
Ok let me explain again. The map I uploaded is what I am trying to achieve on another map. Instead of recreating the missile turret, I created a unit from scratch. The issue I have is creating a turret and linking it properly to this unit I created.
@SoulCarverr ->
Yes, the unit is not turning.
Edit: Scratch that, it wasn't how silly of me. Forgot to check the flags. I will give an update in a moment, testing.
Edit (again): I feel like an idiot now, the issue was the flags the entire time. *sighs*
Thanks for the help folks.
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@DrSuperEvil: Go
Yes, I have faced it 0 degrees, which seems on a different scale than the turret for some reason.
But going back to the issue I have, is the linking of the turret. I have already achieved what I want to do by editing another unit.
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@SouLCarveRR: Go
Working on it now, haven't dealt with retrieving information before, text -> value from data table (am I going in the right direction?)
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@SouLCarveRR: Go
In short, I want the tower to attack only to the right of it, which by my math is 90 degrees. So the way I figure, if the turret starts at 90, it should only be able to attack whats in front of it with the turret moving locked.
@ DrSuper Evil -> The map I uploaded is what I am trying to reproduce from scratch. The issue as I stated before was I am having issues doing so. Seems I might need a step by step method of adding a turret if it seems I didn't add one correctly.
Also the missile turret uses the turret, but the screen shot I uploaded was from a different map.
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@DrSuperEvil: Go
I want the tower to attack at a specific angle only, can this be done with a weapon? Is it possible that I am doing all of this work for nothing??
Edit: attached image of editor.
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Right, I understand this, and this is my goal. I have the turret's Yaw starting at 90 degrees. I want the tower to shoot only in a strait line. But like I said, the issue I am having seems to be linking the turret correctly. I have already altered a missile turret to do what I want. In fact, i'll attach the test map to give you an example of what I am trying to do. Although that probably won't help much with my current issue.
Edit: I'm pretty sure it's the turret, because when I alter any turret yew setting it breaks the tower.
0
@DrSuperEvil: Go
The turret actor was set to create on Turret Enable, which I believe was from the missile turret. Should this be changed to create on unit birth, where the unit is the tower?
The turret actor 'Attachment - Yaw Query - Methods' - was set to "TurretZ".
The turret 'Yew Arc' was set to 0, so yes.
The unit 'Combat - Weapons - Turret' field did have my turret in place.
Also, as I know one has to change a weapon so the damage is done by the weapon projectile which I did, is the same true for a turret? Does one have to link it to the weapon to some degree?
Edit: I attempted to change the turret actor to create on unit birth, yielding the same results. Just to verify, we are talking about changing the actors 'events' to: "Msg Type: Unit Birth", "Source Name: <unit name>", and then the action "Msg Type" to create?
0
@sdragoon7: Go
Like dragon said, there are trigger events to catch such things. You can even use something alone the lines of, 'when unit finishes casting an ability or spell'.
0
I have successfully altered a Missile Turret to attack only at a 90 degree angle. In the process of trying to replicate this unit, I found too many issues, so I created a unit (a tower with a working attack) from scratch that is 100% functional.
My issue is, when I tried to create a turret for said unit, I could not get the unit to function properly. For example, when I added the created turret to the base unit's "turret", and made the angle adjustments, the tower would attack, but not yield any effects or damage. After reverting the towers turret to it's regular state, the tower continued to act normally.
I created an actor for the towers turret (copied from the missile turrets actor), and I think I linked it properly.
Is there something I am missing in this turret creating process? I looked at the tutorial on these forums, but it wasn't too helpful considering the lack of detail and general goal to do something different.
If any additional information is needed please let me know.
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Thanks.
If this issue seems unsolvable, maybe someone can direct me to a detailed unit creating tutorial. I have tried many, and it seems that most are either outdated or not detailed enough to create your own unit from scratch or copy a unit efficiently.
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/Bump
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@Brathnann: Go
Check the weapon, the weapon effects and things as such. Make sure you do not have any invalid values and your damage period is at a normal rate.
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@Zurom: Go
I did something like this in WC3, along with what Skrow said, you can alternatively make the zergling patrol the marine. I think they might have changed the function of patrol in SC2 but in any case, you will have to make a custom script for this command.
0
@Dezires: Go
No, I don't see a white dome instead of a build animation, nothing shows, I can hear the warping in build sound. And yes, I do see the final product, the unit does form when it is done building.
But in any case I will check the actors, although I don't think that may be the issue. Thanks in any case, I will let you know.
[Edit: I did not copy anything, just as another note. I made new actor, unit weapon..ect as I said in the first post. I based them from the photon cannon. ]
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If you want custom stuff, you can import custom skins and models. Turning fire blue probably won't give the effect of ice. You can also look through the current models in the game to see if there are any that look more like something you want. (ie projectiles)