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Locomotor: Difference between revisions

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Added subterranean loco
another typoed link from wanted pages + a text typo
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;<tt>{92612C46-F71F-11d1-AC9F-006008055BB5}</tt> : Used by [[Jumpjet]] VehicleTypes and InfantryTypes.
;<tt>{92612C46-F71F-11d1-AC9F-006008055BB5}</tt> : Used by [[Jumpjet]] VehicleTypes and InfantryTypes.
;<tt>{2BEA74E1-7CCA-11d3-BE14-00104B62A16C}</tt> : Used by ships.
;<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.  
;<tt>{B7B49766-E576-11d3-9BD9-00104B972FE8}</tt> : Used 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.

Revision as of 07:28, 13 July 2006

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: 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).
{4A582743-9839-11d1-B709-00A024DDAFD1}
Used by subterranean VehicleTypes.
{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}
Used 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

Template:TTL is also the flag setting which Locomotor to use for Template:TTL warheads.