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Question by ShadowAngel · Nov 13, 2012 at 02:12 PM · turret

Turret targeting is wrong

Ok, my problem is thet turrets do not target right spot.

Heres how it looks alt text

And here is my code:

 function TurretRotation()
 {
     var MountThisFrameRotation : Quaternion;
     var MountCurnetLocalRotation : Quaternion;
     var MountTargetLocalRotation : Quaternion;
     var MountTargetRotation : Quaternion;
     var TooFar : boolean;
     var TargetPosition : Vector3 = Target.transform.position;
     if (Target != null)
     {
         MountCurnetLocalRotation = transform.localRotation;
         transform.LookAt(TargetPosition);
         transform.localRotation.x = 0;
         MountTargetLocalRotation = transform.localRotation;
         transform.localRotation = MountCurnetLocalRotation;
         TooFar = LogicClampAngle(MountTargetLocalRotation, TurretMountStartingRotation, -180, 180, MinimumY, MaximumY, -180, 180);
     }
     if (Target != null && Target.GetComponent(Stats) != null && Target.tag != ThisGameObject.tag && !TooFar)
         MountThisFrameRotation = Quaternion.RotateTowards(transform.localRotation, MountTargetLocalRotation, TurnSpeed * Time.deltaTime);
     else
         MountThisFrameRotation = Quaternion.RotateTowards(transform.localRotation, TurretMountStartingRotation,  TurnSpeed * Time.deltaTime);
     if (MountThisFrameRotation != transform.localRotation)
         transform.localRotation = MountThisFrameRotation;
     
 
     var TowerThisFrameRotation : Quaternion;
     var TowerCurnetLocalRotation : Quaternion;
     var TowerTargetLocalRotation : Quaternion;
     var TowerTargetRotation : Quaternion;
     if (Target != null)
     {
         TowerCurnetLocalRotation = TurretTower.transform.localRotation;
           TurretTower.transform.LookAt(TargetPosition);
           TurretTower.transform.localRotation.y = 0;
         TowerTargetLocalRotation = TurretTower.transform.localRotation;
         TurretTower.transform.localRotation = TowerCurnetLocalRotation;
         if (!TooFar)
             TooFar = LogicClampAngle(TowerTargetLocalRotation, TurretMountStartingRotation, MinimumX, MaximumX, -180, 180, -180, 180);
     }
     if (Target != null && Target.GetComponent(Stats) != null && Target.tag != ThisGameObject.tag && !TooFar)
         TowerThisFrameRotation = Quaternion.RotateTowards(TurretTower.transform.localRotation, TowerTargetLocalRotation, TurnSpeed * Time.deltaTime);
     else
         TowerThisFrameRotation = Quaternion.RotateTowards(TurretTower.transform.localRotation, TurretTowerStartingRotation,  TurnSpeed * Time.deltaTime);
     if (TowerThisFrameRotation != TurretTower.transform.localRotation)
         TurretTower.transform.localRotation = TowerThisFrameRotation;
 }

LogicClampAngle - is a function thet returns true or false depending on if target is in fireing arc.

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avatar image sparkzbarca · Nov 14, 2012 at 07:08 AM 1
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what is this?

transform.localRotation.x = 0;

are you screwin with a quanternion directly? use euler angles if your wanting to lock an axis or better yet lock the axis. :P

notice by the way you do it multiple times.

TurretTower.transform.localRotation.y = 0;

fix that and report back.

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Answer by ShadowAngel · Nov 14, 2012 at 08:16 PM

Thx i did not realaze i was working with quanternions. Evrything works perfect. Here is a new script if anyone needs it:

 function TurretRotation()
 {
     var MountThisFrameRotation : Quaternion;
     var MountCurnetLocalRotation : Quaternion;
     var MountTargetLocalRotation : Quaternion;
     var MountTargetRotation : Quaternion;
     var TooFar : boolean;
     var TargetPosition : Vector3 = Target.transform.position;
     if (Target != null)
     {
         MountCurnetLocalRotation = transform.localRotation;
         transform.LookAt(TargetPosition);
         transform.localRotation = Quaternion.Euler(0,transform.localRotation.eulerAngles.y, 0);
         MountTargetLocalRotation = transform.localRotation;
         transform.localRotation = MountCurnetLocalRotation;
         TooFar = LogicClampAngle(MountTargetLocalRotation, TurretMountStartingRotation, -180, 180, MinimumY, MaximumY, -180, 180);
     }
     if (Target != null && Target.GetComponent(Stats) != null && Target.tag != ThisGameObject.tag && !TooFar)
         MountThisFrameRotation = Quaternion.RotateTowards(transform.localRotation, MountTargetLocalRotation, TurnSpeed * Time.deltaTime);
     else
         MountThisFrameRotation = Quaternion.RotateTowards(transform.localRotation, TurretMountStartingRotation,  TurnSpeed * Time.deltaTime);
     if (MountThisFrameRotation != transform.localRotation)
         transform.localRotation = MountThisFrameRotation;
     
 
     var TowerThisFrameRotation : Quaternion;
     var TowerCurnetLocalRotation : Quaternion;
     var TowerTargetLocalRotation : Quaternion;
     var TowerTargetRotation : Quaternion;
     if (Target != null)
     {
         TowerCurnetLocalRotation = TurretTower.transform.localRotation;
           TurretTower.transform.LookAt(TargetPosition);
           TurretTower.transform.localRotation = Quaternion.Euler(TurretTower.transform.localRotation.eulerAngles.x,0, 0);
         TowerTargetLocalRotation = TurretTower.transform.localRotation;
         TurretTower.transform.localRotation = TowerCurnetLocalRotation;
         if (!TooFar)
             TooFar = LogicClampAngle(TowerTargetLocalRotation, TurretMountStartingRotation, MinimumX, MaximumX, -180, 180, -180, 180);
     }
     if (Target != null && Target.GetComponent(Stats) != null && Target.tag != ThisGameObject.tag && !TooFar)
         TowerThisFrameRotation = Quaternion.RotateTowards(TurretTower.transform.localRotation, TowerTargetLocalRotation, TurnSpeed * Time.deltaTime);
     else
         TowerThisFrameRotation = Quaternion.RotateTowards(TurretTower.transform.localRotation, TurretTowerStartingRotation,  TurnSpeed * Time.deltaTime);
     if (TowerThisFrameRotation != TurretTower.transform.localRotation)
         TurretTower.transform.localRotation = TowerThisFrameRotation;
 }
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