You can get the GML script here. This post will explain the code.
When I was developing enemies in Yxi, I was trying to get turrets to aim at you, but I didn’t want them to possess “instant aim”. I wanted them to rotate towards you given a maximum rotation speed. If you move too fast, it should turn towards you gradually, not instantly.
It seems that it wasn’t as simple as I thought it was. I had the basic algorithm down, but because of the way Game Maker handled angles, the turrets would behave strangely when you would hover around the 0°/360° point with respect to the turret.
I figured a tutorial would be necessary for something that isn’t so obvious to implement. This only pertains to Game Maker and thus uses the GML language.
There are three steps involved when gradually rotating an object (let’s call it a turret for now) towards a target object:
- Calculate the target’s direction with respect to the turret’s position.
- Calculate the angle difference between the direction derived from step 1 (let’s call “target direction”) and the turret’s facing direction.
- Apply angular rotation towards the target so that the target direction is the facing direction.
[This is a cross post from the Fortress Fiasco blog.]
While importing audio into the game, I came across an annoyance. Since Radioactive Lollipop weren’t using 3D sounds in Fortress Fiasco, I had to convert all audio to 2D sounds by unchecking “3D Sound” in the inspector. This is not too big of a deal with small sound effects, but with large music files, Unity ‘re-imports’ the audio file and can take a little while.
So if you’re making a game with Unity and for the most part your sounds will be 2D or you don’t want to waste time converting music to 2D, use this C# script. For it to work, you must name the script “Force2DSound” and put it in the Editor folder. If you don’t have an Editor folder, you’ll have to make one under the Assets folder (so it would be
"/Assets/Editor/Force2DSound.cs"). The script looks like this:
public class Force2DSound : AssetPostprocessor
public void OnPreprocessAudio()
AudioImporter ai = assetImporter as AudioImporter;
ai.threeD = false;
After making this script, just import some audio into the project. It should have “3D Sound” unchecked automatically. Enjoy.
[Update] It seems that if by chance you wanted a 3D sound and you checked “3D Sound” in the Inspector, it will enforce 2D sound. So now I only recommend you use this script if you only want 2D sounds. Delete this script once you want 3D sounds.
[Update 2] IMPORTANT: It seems this script doesn’t work properly in Unity 4.2. The imported sounds are labeled as not being 3D but when loaded into an AudioSource, it thinks they are 3D and plays them as 3D. I would NOT use this script anymore.
[Update 3] Changed
OnPreprocessAudio() and removed the AudioSource parameter. Works again, but you will still need to delete this script if you want 3D sounds in your game.