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IsLocomotor

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Flag: IsLocomotor
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: false
Applicable to: Warheads
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A warhead with this flag set will temporarily inflict a different Locomotor (specified by the flag Locomotor=<locomotor CLSID>) onto the target unit (mind, such warheads can only affect [and thus target] VehicleTypes and AircraftTypes)).

However, certain locomotors have odd behavior when applied in this manner. It is unknown whether that is a bug or Westwood's intended way of working, since they only utilized the jumpjet locomotor in the game.

Locomotor Effect
Teleport After attacking the unit, the weapon won't retarget until manually ordered or the targeted unit is destroyed.
Also, the victim will be frozen stiff after being moved, and will become easy prey for anything.
Fly The target will be 'stunned', and will ignore commands given to it.
But it won't move anywhere. Add Landable=yes to the target unit, to stop it from doing so. (Discovered by CKW)
Walk The target will move using it's default locomotor and then freeze as with the Teleport locomotor.
Drive
Ship
Tunnel The target will stop, and move orders will be frequently interupted while the weapon is affecting the target. (Possibly related to the ROF)
Rocket
Hover
DropPod The target will move to the firer place like a meteor, It can even hurt the firer. However, the affected units will always occupy the space where they are attacked. For Vehicle, you can use ChronoSphereSpecial to "kill" it by one unit to make the cell normal, but for Aircraft, you will get an IE!

Bugs/Side-Effects/Unexpected Limitations

IsLocomotor=yes will prevent the ShrapnelWeapon from being created for this weapon, but it is normal for the AirburstWeapon.

If the warhead of a weapon has IsLocomotor=yes, then the weapon cannot be used as a DeathWeapon.

The natural landing position of the affected unit is controlled by its own pathfinding rules. This means that if the target is a unit that can originally move to the firer's cell, such as the original [ZEP], it will be attracted directly above the firer, then fall vertically to crush the firer while being destroyed itself.

Notes

When [TechnoTypes]Size=int[Weapons]Damage=int, the weapon can still be fired, but it will not have any effect.

This weapon can only be fired once in reality, therefore the operations of creating entities such as debris through the warhead are only executed once during the initial firing.

Techno already in the inair[1] state is not affected by this.

Footnotes

  1. higher than 128 leptons