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Scorpion that can move and face (fire) at different direction

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Date Editor Before After
9/27/2026 1:02:37 PMCNrankXNTWASD before revert after revert
9/26/2026 9:18:51 AMCNrankXNTWASD before revert after revert
9/26/2026 9:18:30 AMCNrankXNTWASD before revert after revert
Before After
1 I made Scorpio drift script so that it can face and fire at one direction, while move at another direction, rather than currently Scorpion can only face and fire at the direction it moves. 1 I made Scorpio drift script so that it can face and fire at one direction, while move at another direction, rather than currently Scorpion can only face and fire at the direction it moves.
2 \n 2 \n
3 Also tactical ai to let it kite like riots, trying to keep range instead of sit. 3 Also tactical ai to let it kite like riots, trying to keep range instead of sit.
4 \n 4 \n
5 What do you think about this :) 5 What do you think about this :)
6 \n 6 \n
7 To try, type "!game scorpio" in lobby chat 7 To try, type "!game scorpio" in lobby chat
8 \n 8 \n
9 Current problems 9 Current problems
10 \n 10 \n
11 [spoiler] 11 [spoiler]
12 \n 12 \n
13 By script inertial_piece.lua, backward rotating seems 1 frame later than unit rotation. I made compensation but cannot avoid 1 frame shake everytime unit's rotation velocity changed. 13 By script inertial_piece.lua, backward rotating seems 1 frame later than unit rotation. I made compensation but cannot avoid 1 frame shake everytime unit's rotation velocity changed.
14 \n 14 \n
15 Possible solution: update at Update or DrawGenesis 15 Possible solution: define draw by Spring. UnitRendering. SetUnitLuaDraw
16 \n 16 \n
17 Heavy shake happens when scorpion is passing through a high slope wall( y= k*x + 0*z ) because idk what is Spring.GetUnitRotation doing.mb its bugged. 17 Heavy shake happens when scorpion is passing through a high slope wall( y= k*x + 0*z ) because idk what is Spring.GetUnitRotation doing.mb its bugged.
18 \n 18 \n
19 [spoiler] 19 [spoiler]
20 Spring.GetUnitRotation returns massive, wrong 3 rotation changes when rotating at slope wall ( y= k*x + 0*z ) 20 Spring.GetUnitRotation returns massive, wrong 3 rotation changes when rotating at slope wall ( y= k*x + 0*z )
21 e.g. { 0.25 -> -2.71, -3.0 -> -1.0, 1.3 -> -1.8 } 21 e.g. { 0.25 -> -2.71, -3.0 -> -1.0, 1.3 -> -1.8 }
22 \n 22 \n
23 but returns fine rotation changes when rotating at slope wall ( y= 0*x + k*z ) 23 but returns fine rotation changes when rotating at slope wall ( y= 0*x + k*z )
24 e.g. { -1.29 -> -1.29, 1.48 -> -4.61, 0 -> 0 } 24 e.g. { -1.29 -> -1.29, 1.48 -> -4.61, 0 -> 0 }
25 [/spoiler] 25 [/spoiler]
26 \n 26 \n
27 Space walk. mb Ill ask ai 27 Space walk. mb Ill ask ai
28 [/spoiler] 28 [/spoiler]
29 \n 29 \n
30 about inertial_piece: 30 about inertial_piece:
31 \n 31 \n
32 [spoiler] 32 [spoiler]
33 \n 33 \n
34 inertial_piece can be applied on any pieces's rotation to let then less correlated to the units' rotation, i.e. rotate less when unit rotates. 34 inertial_piece can be applied on any pieces's rotation to let then less correlated to the units' rotation, i.e. rotate less when unit rotates.
35 \n 35 \n
36 this can be applied on many units whose turret turns slower than unit itself (e.g. knight and firewalker) and reduce situations e.g. they kite and rotated from front to back, then their turret rotate from back to front to fire. 36 this can be applied on many units whose turret turns slower than unit itself (e.g. knight and firewalker) and reduce situations e.g. they kite and rotated from front to back, then their turret rotate from back to front to fire.
37 \n 37 \n
38 [/spoiler] 38 [/spoiler]