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Rotate buildings at reforged (Triggers)

Level 4
Joined
Sep 27, 2018
Messages
52
There is a way to rotete buildings at reforged?
No editor, I know you can change stats - Is a Building
With triggers I have this:
  • TrpRotacion
    • Events
      • Destructible - Palanca 5851 <gen> dies
    • Conditions
    • Actions
      • Unit - Pause all units
      • Visibility - Create an initially Enabled visibility modifier for Player 1 (Red) emitting Visibility from (Position of Trampilla 0421 <gen>) to a radius of 500.00.
      • Camera - Apply Camera 037 <gen> for Player 1 (Red) over 1.00 seconds
      • Wait 1.00 seconds
      • Sound - Play GateOpen <gen>
      • Unit - Make Trampilla 0421 <gen> face 0.00 over 3.00 seconds
      • Neutral Building - Set Trampilla 0421 <gen> destination to (Center of Viento07 <gen>)
      • Set VariableSet VientoDireccion = Viento07 <gen>
      • Wait 3.00 seconds
      • Camera - Pan camera for Player 1 (Red) to (Position of (Dying destructible)) over 1.00 seconds
      • Visibility - Destroy (Last created visibility modifier)
      • Unit - Unpause all units
It doesn't work.
 

Cokemonkey11

Spell Reviewer
Level 30
Joined
May 9, 2006
Messages
3,542
"Make unit face angle" only works for units with a turn radius, won't work for structures

You have two options:

  • change the default building facing radius -- this would make all units face a different direction than 270 degrees
  • remove the unit and create a new structure with a specified facing angle
Edit: see below, this information isn't quite right
 
Last edited:
Level 4
Joined
Sep 27, 2018
Messages
52
"Make unit face angle" only works for units with a turn radius, won't work for structures

You have two options:

  • change the default building facing radius -- this would make all units face a different direction than 270 degrees
  • remove the unit and create a new structure with a specified facing angle
I've resolved it, it actually works for buildings.
It have to change Movement - Speed base and Movement - turn rate
It worked. This is solved.
 
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