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RA2/YR: Facing Direction for Units: Quick Guide Compass
by Sypher_5 and CannisRabidus. Published: 3/29/03. Last update: 3/29/03.
A very simple thing that often stymies many Red Alert2 & Yuri's Revenge mapmakers, is making pre-placed units face the
desired way. Facing direction is done by double-clicking on the unit, and on the dialog that results, selecting the proper
facing direction value. The Final Alert2 map editor then rotates the unit upon closing of the dialog.
While this feature does not affect buildings, it does affect voxels. Therefore, and building with a voxel turret can
be affected (such as Patriot Missile batteries or Grand Cannons). This is useful so your pre-placed defenses can be facing
the desired direction upon map load. Be aware that Final Alert2 does have a small bug where such voxel turrets may not be
appear to be facing the proper direction when the map is loaded in the editor at a later time. Often reloading the map can
correct this, sometimes not.
This diagram shows the facing directions values as sort of a compass.
Another instance where facing directions can be set is with the "Force Facing" script action. This script action
is usually used for scripted events in maps, however it can be used for AI scripts as well. To use this script action
properly, you must use the proper value as the script action parameter - however this parameter does not use the
above values! Instead, you must translate, as shown:
| Parameter | Angle | Compass Direction |
| 0 | 0 | NE |
| 1 | 32 | E |
| 2 | 64 | SE |
| 3 | 96 | S |
| 4 | 128 | SW |
| 5 | 160 | W |
| 6 | 192 | NW |
| 7 | 224 | N |
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