Turret


I managed to fix mostly the issues with the enemy I had last week, now it is time to talk about the turrets.

In case you are new  to video games, Google defines a turret as a small tower on top of a larger tower or at the corner of a building or wall, typically of a castle. In this case, my turret looks like this:


It's rather simple: I used one of the cube assets from Unreal and I made it into a turret. The white cube at the end is where the projectiles come from and the hitbox on top of the cube is similar to that of the normal, roaming enemy. The turret shoots out these projectiles, which locks onto the player and shoots in their direction. Though so far, I managed to shorten the lifespan of the particle to three seconds after it's been shot. There's a lot more things I have to do, some of which include delaying the movement so that it doesn't instantly lock onto the player, and clamp the Z-Axis so that it only looks on that axis.

What I can do is have a delay node and put it somewhere in the turret blueprint, though it'll take a bit, but not too long. Most of the things that I've learned over the course of these past months are from doing my own research. There is also a clamp node that I can use, so that I can link it to the return value of the turret itself. Perhaps there is someway to disable the X-Axis and Y-Axis, so that it can look on the Z-Axis, I am not sure, since I don't have much knowledge regarding clamping axes. 

Here is the video demonstrating the turrets. There is one issue that I haven't addressed and it's the projectiles shooting in the toxic environment hazard, but I am still confused on how it's doing that. Anyways, I'll see you Friday.

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