A Turret is a data object that tells the engine how it should make certain units behave in terms of how they aim their model in respect to any projectiles it may fire. Alternatively, they are sometimes used to constantly rotate a unit, much like a Site Operation would. An example of the former would be the Photon Cannon Protoss Structure: A turret controls the movement of the floating beach ball. A Terran Auto-Turret can only turn 180 Degrees while a Photon Cannon can turn a full 360 degrees. This does not mean that EVERY unit in the game needs a turret. It's just an easy way to control aiming properties for a unit. You can choose what turret a unit should have by going to the Unit Tab and picking your unit, then choosing Combat - Weapons. Models used by the unit require a TurretZ attachment point for this to work.
- 1 Default Turret Fields
- 1.1 Idle
- 1.2 Yaw Arc
- 1.3 Yaw Idle Rate
- 1.4 Yaw Rate
- 1.5 Yaw Start
- 1.6 Fidget
Default Turret Fields
What the turret does when it does not have a target.
Resets to default position.
Reset If Moving
Resets to default position if the unit is moving.
Stays at its current angle.
Follows the movement of the unit.
Follow Movement Reverse
Follows the opposite of the movement of the unit.
Total Angle of movement for the Turret (0 to 360 Degrees).
Yaw Idle Rate
Speed of the turret's movements when it does not have a target.
Speed of the turret's movements when it has a target.
Starting angle of the turret.
While Idle, the units has a chance to do certain actions.
Chance Array: Animation
If the unit has an Idle animation, this plays it. You can set a chance that it'll happen.
Chance Array: Idle
The unit performs the Idle command under Unit - Idle Command. You can set a chance that it'll happen.
Chance Array: Move
Move makes the unit twitch a small amount. You can set a chance that it'll happen.
Chance Array: Turn
Turn makes the unit change direction. You can set a chance that it'll happen.
The maximum amount of time that can pass before the fidget will occur.
The amount of time that is required to pass before the fidget will occur.
How far the turret can twitch for the Move animation.
How far the unit must twitch for the Move animation.
How far the turret can turn for the Turn animation.
How fast the turret turns during the Turn animation.