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{{flag|name=IsLocomotor|files=rulesmd.ini|values=boolean(yes/no)|default=None|types=[[Warhead]]s|yr=yes|rp=yes}}
{{Flag
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|values={{Values|boolean}}
|default=false
|types={{Categ|Warheads}}
|yr=yes
|rp=yes
}}


A warhead with IsLocomotor= set will temporarily inflict a different [[Locomotor]] (specified by the flag <tt>[[Locomotor]]=<locomotor CLSID></tt>) in the onto the target unit (mind, such warheads can only affect [and thus target]  [[VehicleTypes]] and [[AircraftTypes]]).
A warhead with this flag set will temporarily inflict a different [[Locomotor]] (specified by the flag {{f|Locomotor|<locomotor CLSID>|link}}) onto the target unit (mind, such warheads can only affect [and thus target]  [[VehicleTypes]] and [[AircraftTypes]]).
 
A weapon using this warhead will not be able to affect targets whose {{f|Size|link}} exceeds the weapon's {{f|Damage|link}}.


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.
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.
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**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.
**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.
*Aircraft locomotor:
*Aircraft locomotor:
**the target will be 'stunned', and will ignore commands given to it. But it won't move anywhere. (Discovered by CKW)
**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)
*Infantry locomotor:
*Infantry, vehicle & ship locomotors:
**ignored completely(infantry can NOT be affected by IsLocomotor=yes weapons).
**The target will move using it's default locomotor and then freeze as with the chrono locomotor.
*Subterannean, Spawned Missile & Hover locomotor:
**The target will stop, and move orders will be frequently interupted while the weapon is affecting the target. (Possibly related to the ROF)
*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!
 
Note that <b><u><font style="color:blue">IsLocomotor</font></u></b> warheads will cause an [[Internal Error]] when detonated if any of the following conditions are true:
*Firing weapon is a [[DeathWeapon]].
==Note==
The <b>IsLocomotor</b> tag will disable [[MinDebris]] [[MaxDebris]] [[DebrisTypes]] [[DebrisMaximums]] including all other related tags.


[[Category:rules(md).ini Flags]]
[[VehicleTypes]] and [[AircraftTypes]] that are higher than <b>300</b>([[JumpjetHeight]]) are not affected by this tag.
[[Category:Warhead Flags]]
{{Bugs}}
*If there Is <b><u><font style="color:blue">IsLocomotor=yes</font></u></b> tag This tag will disable the tag <b><u>[[ShrapnelWeapon]]</u></b>

Latest revision as of 12:08, 16 September 2024

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: IsLocomotor
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: false
Applicable to: Warheads


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).

A weapon using this warhead will not be able to affect targets whose Size exceeds the weapon's Damage.

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.

  • the chrono locomotor:
    • 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.
  • Aircraft locomotor:
    • 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)
  • Infantry, vehicle & ship locomotors:
    • The target will move using it's default locomotor and then freeze as with the chrono locomotor.
  • Subterannean, Spawned Missile & Hover locomotor:
    • The target will stop, and move orders will be frequently interupted while the weapon is affecting the target. (Possibly related to the ROF)
  • 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!

Note that IsLocomotor warheads will cause an Internal Error when detonated if any of the following conditions are true:

Note

The IsLocomotor tag will disable MinDebris MaxDebris DebrisTypes DebrisMaximums including all other related tags.

VehicleTypes and AircraftTypes that are higher than 300(JumpjetHeight) are not affected by this tag.

Bugs/Side-Effects/Unexpected Limitations

  • If there Is IsLocomotor=yes tag This tag will disable the tag ShrapnelWeapon