The first Msg it sends is this: AttachSetPosition {TurretZ} 23.0, 45.0, 9.5
23.0 = Unit X position 45.0 = Unit Y Position 9.5 = Terrain height at Unit Position + Turret Offset (0.5)
The second Msg it sends is this: AttachSetRotation {TurretZ} 0.9, -0.6 0.9 = (Position of mouse click X - X Unit Position) -0.6 = (Position of mouse click Y - Y Unit Position)
Any helps please? It just doesn't work like it's supposed to. The turret doesn't detach from the unit model (which is apparently what it's supposed to do if you give it a AttachSetRotation message. Which is why there is the AttachSetPosition message also. Any helpz plox
This is something like what the outcome should be. You'll notice how jittery the turret is because of it being detached and AttachSetPosition having to manually update it's location.
I guess I'll either wait for a reply in here or wait for patch 1.3 to come out with Mouse-Location functionality....
Even thought it's already possible using a custom trigger library with lots of custom functions etc... It'll just be easier when Blizzard allow us to use GetMousePosition(x,y)
Well there is another way. Make the tank be able to attack while moving. Then create a unit which is invisable and which the tank tries to attack. Move the unit depending on the yaw of the camera with an ofset from tank. There u have a rotating tank turret
And what happens when there are 4 players, each with a tank, with each spawning this 'invisable' unit at their cursors periodically? How will each tank know which target is for it to shoot at. And how about making the tanks turret face where this unit is? I'd have to go through the long-winded process of GetMousePosition through a huge trigger library, which is exactly what I don't want to do. Since this will lag loads for anything more than 1 player - until Blizzard release patch 1.3.
No thanks - I'd rather do this properly.
Post has been edited 1 time(s), last time on Dec 27 2010, 6:45 pm by Cardinal.
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