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Turn rate?

11-21-2007, 03:00 PM#1
cohadar
Can I get a quick explanation of how values of turn rate work?

-1 ?
0.0 ?
.5 ?
1.0 ?
2.0 ??
11-21-2007, 05:23 PM#2
vesuvan doppleganger
What do you plan on using turn rate for? For your information, turn rate has no effect on when a unit can attack, even if it is facing 180 degrees from the target. It doesn't effect movement at all either, for example, when you order a unit to move to a point opposed to its facing and it has a slow turn rate, it will simply "moonwalk" while turning. I'm not even sure if GetUnitFacing() has anything to do with turn rates.
11-22-2007, 12:58 AM#3
darkwulfv
Turn rate is the speed at which a unit turns on it's axis to face another point. I believe lower values (like .10) are faster turns. Not sure. I'd do a bit of testing.
11-23-2007, 12:02 AM#4
GosuSheep
The higher the turn rate, the faster it will turn. Thats kind of obvious-.-

I'd have to say that Vesuvan is completely wrong. If a unit has a higher turn rate and is facing the opposing side of its target, it will attack slower. I have tested this time and time again. It will effect the attack time, build time, etc. It will not effect a cast time however, that is altered with cast backswing and cast point something (don't remember what the second ones called).

Try giving a unit 3.0 turn rate. It will Be able to attack things behind them instantly. It will be able to basically "shit out" structures if you build behind your unit then immediately click away. It's pretty cool-.-

Also, if you give a unit a movement type of NONE with 3.0 turn rate and have a movement speed of anything greater than 0, it will have no pathing.
11-23-2007, 03:31 AM#5
DioD
NONE == USE PATCHING TEXTURE

it will have collusions.
11-25-2007, 03:20 AM#6
BBDino
Asthetically speaking turn rate only really becomes obvious at very low values. For instance setting it to ~0.02 (using shift+click) approximates the movement of a large vehicle (like a ship) very well.