Data/Turrets

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Turrets[edit | edit source]

A Turret is a data object that tells the engine how it should make certain units behave in terms of how they aim their model in respect to any projectiles it may fire. Alternatively, they are sometimes used to constantly rotate a unit, much like a Site Operation would. An example of the former would be the Photon Cannon Protoss Structure: A turret controls the movement of the floating beach ball. A Terran Auto-Turret can only turn 180 Degrees while a Photon Cannon can turn a full 360 degrees. This does not mean that EVERY unit in the game needs a turret. It's just an easy way to control aiming properties for a unit. You can choose what turret a unit should have by going to the Unit Tab and picking your unit, then choosing Combat - Weapons. Models used by the unit require a TurretZ attachment point for this to work.

  • What happens when you set a turret on a unit, without a turret actor attached with it? The unit's model part that should turn (based on Turret Z) will remain still, but the weapon will fire as if an invisible turret, with the yaw rate of it, would turn. This is why Turret actor need an actor on creation. In other words, the turret data is this invisible rotative weapon angle (or a rotation point, such as pylons use for animating their rotating crystal), and the actor is the link that connects this turret to the unit's model, rotating it. Unfortunatly, as the editor is limited, only "Turret Enable" events will successfully create and attach the actor to the turret, relative to the unit. Other events creating it wouldn't be able to have it stick to the _Unit, causing some issues.
  • A unit using having different turrets on it causes some issues. If the modder wishes to have the turret swap to another, he should read the part about Swapping turret in the Buff Behavior early section.

Default Turret Fields[edit | edit source]

Idle[edit | edit source]

What the turret does when it does not have a target.

Spin[edit | edit source]

Rotates continuously.

Reset[edit | edit source]

Resets to default position.

Reset If Moving[edit | edit source]

Resets to default position if the unit is moving.

Hold[edit | edit source]

Stays at its current angle.

Follow Movement[edit | edit source]

Follows the movement of the unit.

Follow Movement Reverse[edit | edit source]

Follows the opposite of the movement of the unit.

Yaw Arc[edit | edit source]

Total Angle of movement for the Turret (0 to 360 Degrees).

Yaw Idle Rate[edit | edit source]

Speed of the turret's movements when it does not have a target.

Yaw Rate[edit | edit source]

Speed of the turret's movements when it has a target.

Yaw Start[edit | edit source]

Starting angle of the turret.

Fidget[edit | edit source]

While Idle, the units has a chance to do certain actions.

Chance Array: Animation[edit | edit source]

If the unit has an Idle animation, this plays it. You can set a chance that it'll happen.

Chance Array: Idle[edit | edit source]

The unit performs the Idle command under Unit - Idle Command. You can set a chance that it'll happen.

Chance Array: Move[edit | edit source]

Move makes the unit twitch a small amount. You can set a chance that it'll happen.

Chance Array: Turn[edit | edit source]

Turn makes the unit change direction. You can set a chance that it'll happen.

Delay Max[edit | edit source]

The maximum amount of time that can pass before the fidget will occur.

Delay Min[edit | edit source]

The amount of time that is required to pass before the fidget will occur.

Distance Maximum[edit | edit source]

How far the turret can twitch for the Move animation.

Distance Minimum[edit | edit source]

How far the unit must twitch for the Move animation.

Turn Angle[edit | edit source]

How far the turret can turn for the Turn animation.

Turning Rate[edit | edit source]

How fast the turret turns during the Turn animation.