Turret Simulation

Details

  • Filename
    Turret Simulation.zip
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  • Uploaded
    Nov 13, 2017
  • Size
    16.74 KB
  • Downloads
    83
  • MD5
    3ee93f4f210a54a56867ee2f1bb559b6

Changelog

Turret Simulation (working 27/10/2016)

  • Proof of concept map and going to be implementation of torso mechanics of my composite unit skeleton project. Currently contains a mechanic for doodads to follow the movement of units within an area before returning to their original position (think gothic portraits with following eyes or the Hogwarts suits of armour). Also contains a system for making the head of a unit turn to face the direction of the attack target (even targets behind without turning too much).
  • The doodad part uses a periodic Region type actor in a method based on the colossus tree killer to set the hosting of an attachment to the target using a Reference Set event action that the "head" then follows using a SOp (Up Vector). A periodic status decrement system is used to return the reference to the initial host if the unit moves our of the area queried.
  • The head turner uses a weapon to apply a buff to the target of the Attack ability that then uses a similar method to attach a model from the main unit to the target. To prevent issues with units moving behind the head the a head faces an offset model that moves in an ellipse caused by the circle of motion being offset at an angle relative to the plane of head movement. The model turning the ellipse faces the model attached to the target.