| 09-08-2006, 06:00 PM | #1 |
just wondering if its possible without editing the model itself. i know you can rotate units and doodads, but buildings? if this is a stupid question and there is another thread on this subject, i appolagize. just point me in the right dirrection. |
| 09-08-2006, 06:02 PM | #2 |
No, buildings cannot be rotated. |
| 09-08-2006, 06:04 PM | #3 |
You can create buildings with different rotations, and I think buildings with the NE root ability can rotate when attacking (not sure about otherwise). |
| 09-08-2006, 06:09 PM | #5 |
They dont rotate, when buildings with a "Bone_Turrent" helper attack, the helper will rotate to face the attacked unit. (Notice that the roots on the ancients dont rotate, only the parts which is attached to that helper) |
| 09-08-2006, 06:16 PM | #6 |
They don't have a "Bone_Turret" (Or atleast AoWar doesn't, just checked). Besides, I've seen root used to give towers in a TD the ability to rotate before (and these towers had archer models and things like that). |
| 09-08-2006, 06:22 PM | #7 |
All of them do, you checked in war3.mpq instead of war3x.mpq. |
| 09-08-2006, 06:25 PM | #8 |
They made updated versions? Why the hell? They do indeed. Weird. But I'm still pretty sure root allows rotation... |
| 09-08-2006, 06:59 PM | #9 |
You could just make them units and shove a dummy building pathing underneath. That's what I do. |
| 09-08-2006, 08:27 PM | #10 |
Ancient protector roots almost certainly allows any tower to rotate, unless it was recently changed (unlikely). Also, you can make a building into a unit in the object editor, rotate the buildings, and then reset it. Only works for preplaced buildings though. |
| 09-08-2006, 10:03 PM | #11 |
Or Unit enters map playable area condition - unit type comparison Make unit face angle. Im not entirely sure if that would work. If not, do what the other guy said, and make the building have no model or give it a small one like a rat, then make a dummy unit ontop that is a unit, with model file of structure. Edit: Oh, and welcome to the forums! |
| 09-08-2006, 10:04 PM | #12 | |
Quote:
We're really not that stupid, if that worked we wouldent being havent this disscussion. |
| 09-08-2006, 10:48 PM | #13 |
You can however create buildings with whatever rotation you want. (Via triggers I mean) |
| 09-08-2006, 11:09 PM | #14 |
I was thinking of that too, make a duplicate and remove the old one, but then the items/buffs/abilities/etc is too much to restore for my liking, so i discarded the idea. |
| 09-09-2006, 03:44 AM | #15 |
Side Note: While doing some testing, i found out that if you add the "Root - Ancient Protector" ability to a building, it plays that buildings birth animation. There is a way to do this, one way is to give all buildings a slow movement speed, then remove the 'Amov' ability from them with triggers, this will stop them from being able to move, but still allow you to rotate them with triggers. There is another method to, used by TBM in some of his RP maps, but i've been unable to work out how he did it without an UP copy, and he can't remember, nor does any UP copy still exist. |
