Locomotor: Difference between revisions
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{{ | {{Flag | ||
|name={{PAGENAME}} | |||
|files={{Categ|Rules(md).ini}} | |||
|values=strings, see below | |||
|special=None | |||
|default=statue | |||
|types={{Categ|InfantryTypes}}, {{Categ|VehicleTypes}}, {{Categ|AircraftTypes}}, {{Categ|BuildingTypes}}, {{Categ|Warhead|Warheads}} | |||
|games=[[TS]], [[RA2]], [[YR]] | |||
}} | |||
Locomotors handle the unit's movement and ensure the correct images are displayed in correct situations(walking, turning, firing, ...). | Locomotors handle the unit's movement and ensure the correct images are displayed in correct situations(walking, turning, firing, ...). | ||
A list of all locomotors and their purposes follows: | |||
;<tt>{4A582741-9839-11d1-B709-00A024DDAFD1}</tt> : Used by ground-based VehicleTypes in [[VXL]] form. | |||
;<tt>{4A582742-9839-11d1-B709-00A024DDAFD1}</tt> : Used by [[hover]] VehicleTypes (Robot Tank). | |||
;<tt>{4A582744-9839-11d1-B709-00A024DDAFD1}</tt> : Used by InfantryTypes. | |||
;<tt>{4A582746-9839-11d1-B709-00A024DDAFD1}</tt> : Used by AircraftTypes. | |||
;<tt>{4A582747-9839-11d1-B709-00A024DDAFD1}</tt> : Used by teleporting VehicleTypes and InfantryTypes. | |||
;<tt>{55D141B8-DB94-11d1-AC98-006008055BB5}</tt> : Used by ground-based VehicleTypes in [[SHP]] form, eg Mechs, Terror Drones. | |||
;<tt>{92612C46-F71F-11d1-AC9F-006008055BB5}</tt> : Used by [[Jumpjet]] VehicleTypes and InfantryTypes. | |||
;<tt>{2BEA74E1-7CCA-11d3-BE14-00104B62A16C}</tt> : Used by ships. | |||
;<tt>{B7B49766-E576-11d3-9BD9-00104B972FE8}</tt> : sed by [[spawned missiles]] (V3, Dreadnought, Boomer). Giving this to a buildable item from AircraftTypes will turn it into such a missile, and once targeted, it won't accept other orders, and hit the target kamikaze-style. | |||
If you give the unit no locomotor at all, it'll teleport around using the Chrono locomotor. | If you give the unit no locomotor at all, it'll teleport around using the Chrono locomotor. | ||
'''Note:''' Although the rules' comment about Locomotors specifically uses "objects" instead of "units", and there is a default of "statue" that probably applies BuildingTypes, setting a Locomotor on buildings does not seem to have any effect (positive or negative) whatsoever. Furthermore, the Guide's first sentence about Locomotors is "Should not be used on BuildingTypes". This, however, suggests something ''does'' happen. Either way it is assumed that Locomotors are parsed and valid on BuildingTypes, but simply do not have any effect. For the sake of the game's sanity, one should not set them. | '''Note:''' Although the rules' comment about Locomotors specifically uses "objects" instead of "units", and there is a default of "statue" that probably applies to BuildingTypes, setting a Locomotor on buildings does not seem to have any effect (positive or negative) whatsoever. Furthermore, the Guide's first sentence about Locomotors is "Should not be used on BuildingTypes". This, however, suggests something ''does'' happen. Either way it is assumed that Locomotors are parsed and valid on BuildingTypes, but simply do not have any effect. For the sake of the game's sanity, one should not set them. | ||
==On | == On Warheads == | ||
[[ | {{Tt|[[Locomotor]]=}} is also the flag setting which Locomotor to use for {{TTL|IsLocomotor|yes}} warheads. | ||
Revision as of 08:47, 12 June 2006
Flag: | Locomotor |
File(s): | Rules(md).ini |
Values: | strings, see below |
Special Values: | None |
Default: | statue |
Applicable to: | InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes, Warheads |
Locomotors handle the unit's movement and ensure the correct images are displayed in correct situations(walking, turning, firing, ...).
A list of all locomotors and their purposes follows:
- {4A582741-9839-11d1-B709-00A024DDAFD1}
- Used by ground-based VehicleTypes in VXL form.
- {4A582742-9839-11d1-B709-00A024DDAFD1}
- Used by hover VehicleTypes (Robot Tank).
- {4A582744-9839-11d1-B709-00A024DDAFD1}
- Used by InfantryTypes.
- {4A582746-9839-11d1-B709-00A024DDAFD1}
- Used by AircraftTypes.
- {4A582747-9839-11d1-B709-00A024DDAFD1}
- Used by teleporting VehicleTypes and InfantryTypes.
- {55D141B8-DB94-11d1-AC98-006008055BB5}
- Used by ground-based VehicleTypes in SHP form, eg Mechs, Terror Drones.
- {92612C46-F71F-11d1-AC9F-006008055BB5}
- Used by Jumpjet VehicleTypes and InfantryTypes.
- {2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
- Used by ships.
- {B7B49766-E576-11d3-9BD9-00104B972FE8}
- sed by spawned missiles (V3, Dreadnought, Boomer). Giving this to a buildable item from AircraftTypes will turn it into such a missile, and once targeted, it won't accept other orders, and hit the target kamikaze-style.
If you give the unit no locomotor at all, it'll teleport around using the Chrono locomotor.
Note: Although the rules' comment about Locomotors specifically uses "objects" instead of "units", and there is a default of "statue" that probably applies to BuildingTypes, setting a Locomotor on buildings does not seem to have any effect (positive or negative) whatsoever. Furthermore, the Guide's first sentence about Locomotors is "Should not be used on BuildingTypes". This, however, suggests something does happen. Either way it is assumed that Locomotors are parsed and valid on BuildingTypes, but simply do not have any effect. For the sake of the game's sanity, one should not set them.
On Warheads
{{{1}}} is also the flag setting which Locomotor to use for Template:TTL warheads.