Root/Unroot Question

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pandamanar
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Root/Unroot Question

Post by pandamanar » Sun Dec 13, 2009 2:18 am

Is it possible to make a tower rotate towards its target when it attacks using Root/Unroot or is that only a feature of the models of the Ancients (Protectors/AoW/AoL/AoW/Tree of Life). I've tried this, in an attempt to make more realistic towers that are based off of units, but none of them have been able to rotate. It also seems to be bugged if you alter the original spell too much, since I had to reset the spell to keep it from instantly killing the Ancient Protector when it was built. Some of these skills are just bizarre >_<
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Re: Root/Unroot Question

Post by Rising_Dusk » Sun Dec 13, 2009 2:53 am

It's both a feature of the ability and the model. The model must have a root bone to pivot around, and then the unit with that model must have the Root ability to actually do it.
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Re: Root/Unroot Question

Post by pandamanar » Sun Dec 13, 2009 3:04 am

[Edit] Mmm problem solved. I turned them into units and changed the minimum movement speed to 1 so that they can't move within reason, but still operate as units. The only problem now is their collision size since they have to fit the requirements of a building (aka 2x2 space on buildable terrain) but only really take up half that space.
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Re: Root/Unroot Question

Post by Oxygen » Sun Dec 13, 2009 10:42 am

pandamanar wrote:[Edit] Mmm problem solved. I turned them into units and changed the minimum movement speed to 1 so that they can't move within reason, but still operate as units. The only problem now is their collision size since they have to fit the requirements of a building (aka 2x2 space on buildable terrain) but only really take up half that space.
You could use some form of holding effect on them upon creation, such that their movement speed would be 0, yet still considered units and thus able to pivot

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Re: Root/Unroot Question

Post by Rising_Dusk » Sun Dec 13, 2009 12:04 pm

The point of Root is to pivot about your Root bone, though, not about your origin. (Which is what you get with ensnare/entangling roots)
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Re: Root/Unroot Question

Post by pandamanar » Sun Jan 17, 2010 9:44 pm

I took Oxygen's advice, and it works like a charm. Entangled Roots keeps you from attacking though, so I used Ensnare, which allows casting, attacking and pivoting, without movement. :] thanks
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Re: Root/Unroot Question

Post by Oxygen » Sun Jan 17, 2010 10:38 pm

wouldn't pivoting around the root bone be just about the same as around the origin? the only fail I would see there would be in angled terrain, then again, I'm not even certain

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Re: Root/Unroot Question

Post by Rising_Dusk » Mon Jan 18, 2010 2:55 am

The origin is an attachment point, the root is a bone. They are entirely different properties of a model.
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Re: Root/Unroot Question

Post by Oxygen » Mon Jan 18, 2010 10:01 am

when it comes to rotating over a fixed point, wouldn't they be similar in function?

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Re: Root/Unroot Question

Post by Rising_Dusk » Tue Jan 19, 2010 8:45 pm

That depends. The root of some models, the cannon tower for instance, is very high on the model. In the case of the cannon tower, the uppermost part is the root bone that pivots, whereas the origin is at the base of the tower.
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Re: Root/Unroot Question

Post by Oxygen » Tue Jan 19, 2010 10:37 pm

Rising_Dusk wrote:That depends. The root of some models, the cannon tower for instance, is very high on the model. In the case of the cannon tower, the uppermost part is the root bone that pivots, whereas the origin is at the base of the tower.
Oh. So, could you make, like, only a footman or archer's upper part actually rotate?

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Re: Root/Unroot Question

Post by Rising_Dusk » Wed Jan 20, 2010 1:17 pm

Yes.
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Re: Root/Unroot Question

Post by Oxygen » Wed Jan 20, 2010 6:38 pm

...even while moving?

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Re: Root/Unroot Question

Post by Rising_Dusk » Wed Jan 20, 2010 8:24 pm

Yes. (That isn't done with the root ability, though, but rather the SetUnitLookAt native)
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