The unit that will have its bone locked to face the target.
The bone to lock onto the target. The engine only supports
locking the head and the chest. To lock the head, you can put in any input
except a null string. To lock the chest, the string must start with "bone_chest"
.
All leading spaces are ignored, it is case insensitive, and anything after the
first non-leading space will be ignored.
The bone will be locked to face this unit.
The x-offset from lookAtTarget's origin point.
The y-offset from lookAtTarget's origin point.
The z-offset from lookAtTarget's origin point (this already factors in the terrain Z).
The parameter whichBone
can only move the head bones and the chest bones.
All other input will default to the head bone. However, the function only looks
for the helper named "Bone_Head"
(or "Bone_Chest"
) in the MDL, so you can just
rename a helper so that it will move that set of bones instead.
SetUnitLookAt is affected by animation speed and blend time.
Generated using TypeDoc
Locks a unit's bone to face the target until ResetUnitLookAt is called.
The offset coordinates ( X, Y, Z ) are taken from the target's origin. The bones will lock to the lookAtTarget, offset by those coordinates. You can't have both the head and the chest locked to the target at the same time.