I'm working on a car map and want to turn my cars manually so that I can force spin outs and such. I think it'll work, but I've come across a few problems that I'm hoping someone can help me with.
I tried putting a Unit face angle action in a repeated trigger (fires every 0.0 seconds...which translates into 16 fires per second). The unit looks terrible when this is done though; it's incredibly choppy. The move action can be blended, but repeated turning of the unit cannot.
question 1: is there any way around this other than using the "Unit - Make (Triggering unit) face point over <time> seconds" action that has the wait built in? I've used that, and it works, but it makes a lot of physics calculations harder (like the effects of hills on turns and such).
question 2: The turn action always takes the fastest route, either left or right, to face the point. Is there a way to make a unit turn slowly from say 0 to 280 but by turning right rather than left?
The only idea I had so far was to make it turn 179 degrees over some time, then waiting that time and finishing the turn. That works, but again becomes very complicated.
I tried putting a Unit face angle action in a repeated trigger (fires every 0.0 seconds...which translates into 16 fires per second). The unit looks terrible when this is done though; it's incredibly choppy. The move action can be blended, but repeated turning of the unit cannot.
question 1: is there any way around this other than using the "Unit - Make (Triggering unit) face point over <time> seconds" action that has the wait built in? I've used that, and it works, but it makes a lot of physics calculations harder (like the effects of hills on turns and such).
question 2: The turn action always takes the fastest route, either left or right, to face the point. Is there a way to make a unit turn slowly from say 0 to 280 but by turning right rather than left?
The only idea I had so far was to make it turn 179 degrees over some time, then waiting that time and finishing the turn. That works, but again becomes very complicated.