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[Trigger] Unit Rotation

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Level 18
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May 27, 2007
Messages
1,689
I would like to know how to make a unit with 0 movespeed (preferably) rotate left and right, lets say by intervals of 10 or 20 degrees. Or if it has to move, a good way to keep it from not moving, while still being able to rotate. I already encountered a problem with these three, being that it still needs to move, but with the Stop Trigger Enabled, cannot do anything.
  • Rotate Right
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Right
    • Actions
      • Unit - Order (Triggering unit) to Move To ((Position of (Triggering unit)) offset by 0.00 towards ((Facing of (Triggering unit)) - 20.00) degrees)
  • Rotate Right
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Right
    • Actions
      • Unit - Order (Triggering unit) to Move To ((Position of (Triggering unit)) offset by 0.00 towards ((Facing of (Triggering unit)) - 20.00) degrees)
  • Rotate Right
    • Events
      • Unit - A unit Starts the effect of an ability
    • Conditions
      • (Ability being cast) Equal to Right
    • Actions
      • Unit - Order (Triggering unit) to Move To ((Position of (Triggering unit)) offset by 0.00 towards ((Facing of (Triggering unit)) - 20.00) degrees)
With these, they only rotate once, and If the stop trigger is enabled do no do anything...
 

Dr Super Good

Spell Reviewer
Level 64
Joined
Jan 18, 2005
Messages
27,258
There is a unit function (action) that just rotates the unit. Use that instead and to have units with 0 movement speed you have to set that in the game play constants to the lowest allowed speed. Also note that the rotation change is not instant and is infact over a short time.
 
Level 6
Joined
Mar 2, 2006
Messages
306
...i wouldn't since that solution is a bit complicated.

solution 1 (better one): you can just make a copy of ensnare ability (duration=0; buff=something with changed icon and tip and no model). on map init, give that ability to all stationary units, order each to ensnare itself and remove ability from each of them. done.

solution 2 (more robust, but not my choice): make your unit a building and experiment with root ability (night elf)...
 
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