Progress on Turret, Almost Done


Terribly sorry about the late blog post, but I'll be sure to keep this as brief as possible.

So, I am making decent progress on the turret enemy. I managed to figure out the clamping issue, as well as the movement delay.

For the clamping issue, I realized that you can split the pins for the rotation. So, I did that and connected it to the Z-axis, which is what we wanted. Now, the enemy can only go around the player, not up and down or left and right. Unreal has a weird idea on what the XYZ axis is, but that'll be a post for another time.

Here, you can see that I connected the Yaw rotation (the Z-Axis), to the SetActorRotation blueprint node. In the video, the turret can only move on the Z-axis, and I added around a two second delay between firing projectiles. It still snaps to the player, but I think that once I add the asset to the turret as well as possible animations, I think it should work. I may have Munnie help me with the snapping issue if possible. There will be another build on Wednesday, build 0.8 I believe. Hopefully I get everything done before the enemy before then, since I have the day off tomorrow.

As for the sensing behind the player, that is still a work in progress. Besides the asset being finalized. it's the only thing that is keeping me from finishing the card on the Trello board. Unfortunately, I can't turn the pawn sensing around, but what I can do is have the sphere collider I did for the roaming enemy and apply it to my turret, so that it can sense behind the player. I feel like that'll be my best course of action for that. In the meantime, I got a bit of work to do.

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