Data - Working with Turrets (Beginner Difficulty)

by ProzaicMuse (24 August 2010)

Collected from: https://web.archive.org/web/20160603042600/http://www.sc2mapster.com/forums/resources/tutorials/9000-data-working-with-turrets-beginner-difficulty/

If you’re like me, one of the first things you did was add a weapon to a building in the hopes that you could have structures start shooting laser beams at everything that moves. What you probably discovered is that the weapon never fired and you were left with a normal building that just spewed errors at you. This tutorial remedies this problem by walking through the process of creating turrets.

Turret Basics

While we will be working with attached turret models, they aren’t required and are merely for aesthetics. The core parts of any turret are:

Turret Hub

Effects Tab

(Because very little changes between objects I’ll be having you duplicate frequently.)

Weapons Tab

These are the Turret weapons that will go on the building.

Turrets Tab

You can set these to whatever you’d prefer, but Idle controls the turrets action when not in combat, Arc controls its range of motion, Idle Rate is how quickly the turret rotates out of combat, Rate is how quickly the turret rotates in combat and Start determines the angle the turret begins facing.

Models Tab

Units Tab

Duplicate the Nexus structure and its corresponding Actor. Everything else will be stock or made from scratch.

Actors Tab

Site Operation Actors

Each of these will offset the attached turret models to the specified coordinates.

Model Actors

These actors will create the turret models and upon dying swap in a Death Model rather than snuffing the model from existence the moment the Host dies.

This actor is part of pair. We’re going to create its Attack Actors next.

Site Actors

These will allow you to shoot the beams from the turrets by creating reference points.

Attack Actors

The Launch Assets + controls the sounds/models created at the Launch Site and the Impact Map + controls the sounds/models created at the impact point.

Turret Actors

These actors allow the turrets to function by tying the Turret objects to their Turret actors.

You should now have a fully functioning multi-turret structure :D

tags: data - turrets - siteops