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Units Rotate Turret When in Idle Action #1308

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CrimRecya
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  • Now unit with turret without TurretSpins=true can looks more vivid when it is in idle.
    • UnitIdleRotateTurret controls whether units can rotate their turrets when in idle. Defaults to [AudioVisual] -> UnitIdleRotateTurret.
    • UnitIdlePointToMouse controls whether units will turn their turrets to your mouse when in idle. Defaults to [AudioVisual] -> UnitIdlePointToMouse.
    • UnitIdleActionRestartMin and UnitIdleActionRestartMax control the delay from idle to action occurrence together.
    • UnitIdleActionIntervalMin and UnitIdleActionIntervalMax control the delay between every idle actions together.

In rulesmd.ini:

[AudioVisual]
UnitIdleRotateTurret=false      ; boolean
UnitIdlePointToMouse=false      ; boolean
UnitIdleActionRestartMin=150    ; integer, number of frames
UnitIdleActionRestartMax=300    ; integer, number of frames
UnitIdleActionIntervalMin=150   ; integer, number of frames
UnitIdleActionIntervalMax=450   ; integer, number of frames

[SOMETECHNO]                    ; TechnoType
UnitIdleRotateTurret=           ; boolean
UnitIdlePointToMouse=           ; boolean

rotate

@CrimRecya
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Only test in single player yet, may need more test.

@Metadorius
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99% sure point to mouse will desync :(

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@CrimRecya
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99% sure point to mouse will desync :(

Oh, that's too bad.

@Metadorius
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I think you misunderstood. Random facing will work fine as long as random calls are synchronized. Mouse on the other hand is not synchronized, so if you depend on mouse pointer it will desync because other players don't know where your mouse pointer is.

@CrimRecya
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I think you misunderstood. Random facing will work fine as long as random calls are synchronized. Mouse on the other hand is not synchronized, so if you depend on mouse pointer it will desync because other players don't know where your mouse pointer is.

Get it. now it has changed.

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2 participants