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Imperial Cannon Tower

A cannon tower model. (Right one on the picture)
The cannon rotates to face the enemy during attack.

- uses in-game textures
- file size: 13kb


Give credits if you use it

Keywords:
cannon, tower
Contents

Imperial Cannon Tower (Model)

Reviews
18:31, 14th Feb 2010 DonDustin: nice model and THW really lacks tower models

Moderator

M

Moderator

18:31, 14th Feb 2010
DonDustin: nice model and THW really lacks tower models
 
is there a way to make the model retain it's position no matter how is facing ingame?
like.. to not turn to the place it faces.
Hmm I hope I understood your question correctly...

Building models always retain their position and facing angle in-game. Only the specific parts of the model (the parts that are assigned to the bone "Bone_Turret" or one of it's child nodes) will actually rotate to face the enemy during attack.

If you don't want any part of a model to face the enemy, you must simply rename the "Bone_Turret" bone to something else.
 
Hmm I hope I understood your question correctly...

Building models always retain their position and facing angle in-game. Only the specific parts of the model (the parts that are assigned to the bone "Bone_Turret" or one of it's child nodes) will actually rotate to face the enemy during attack.

If you don't want any part of a model to face the enemy, you must simply rename the "Bone_Turret" bone to something else.

what i wanted is to know if i can make the unit model un-rotate-able
so that it stays at one rotation, no matter how the "unit" might be facing.

(to explain better, i want to get a model iike dragoon unit from StarCraft)
 
what i wanted is to know if i can make the unit model un-rotate-able
so that it stays at one rotation, no matter how the "unit" might be facing.

(to explain better, i want to get a model iike dragoon unit from StarCraft)
Ah now I get it.
I think that would be possible if you used the trigger
  • Animation - Lock Unit's Chest to face Unit, offset by (0.00, -128.00, 90.00)
Note that the model should have the bone "Bone_Chest" for this to work.
 
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