BlendInTime
F32 = 0 The time the turn takes, in seconds. It is used only when BlendOutTime is above
0.
An animation event that turns the whole unit to face a
target. It changes the facing of the unit itself, not a joint. When the event starts,
the client computes a direction from FaceTarget, turns it by YRotationDegrees, and
sets it as the facing of the unit. For a unit that the local player owns, the client
also sends the new facing to the server.
The event does its work once, at the start. Nothing is undone when the event ends or when its clip stops.
F32 = 0 The time the turn takes, in seconds. It is used only when BlendOutTime is above
0.
F32 = 0 Turns on the gradual turn. Any value above 0 makes the unit turn over
BlendInTime seconds. With 0, which is the default, the unit faces the new
direction at once and BlendInTime is not used.
U8 = 0 What the unit turns to.
| Value | Name | Direction |
|---|---|---|
0 |
kCamera |
Toward the camera: the opposite of the direction the camera looks in. |
1 |
kSpawnLocation |
Toward the spawn position of the unit's team. |
2 |
kGoldRedirectTarget |
Toward the unit's gold redirect target. With no target the facing is kept. |
3 |
Not known | A direction taken from the gold redirect target. What it stands for was not identified. |
Any other value keeps the current facing.
F32 = 0 A rotation around the vertical axis that is added to the direction, in degrees. 0
faces the target, and 180 turns the unit's back to it.