Locomotor: Difference between revisions
Added CLSID of Ballistic Locomotor. |
m Removing outdated categ usage, touching up |
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== As a Flag == | |||
=== On TechnoTypes === | |||
{{Flag | {{Flag | ||
| | |values={{Values|strings|CLSID, see [[#Available Locomotor CLSIDs|below]]}} | ||
| | |||
|special=None | |special=None | ||
|default=statue | |default=teleport <!-- not statue, seriously --> | ||
|types={{Categ| | |types={{Categ|Technoes}} | ||
|ts=yes | |ts=yes | ||
|fs=yes | |fs=yes | ||
Line 15: | Line 17: | ||
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, ...). | ||
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 === | |||
{{Flag | |||
|values={{Values|strings|CLSID, see [[#Available Locomotor CLSIDs|below]]}} | |||
|special=None | |||
|default=statue | |||
|types={{Categ|Warhead|Warheads}} | |||
|yr=yes | |||
|rp=yes | |||
}} | |||
Describes which Locomotor to use for {{TTL|IsLocomotor|yes}} warheads. | |||
== Available Locomotor CLSIDs == | |||
A list of all locomotors and their purposes follows: | A list of all locomotors and their purposes follows: | ||
Line 29: | Line 50: | ||
;<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> : 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 | ;<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. | ||
Revision as of 17:40, 4 June 2008
As a Flag
On TechnoTypes
Flag: | Locomotor |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: CLSID, see below) |
Special Values: | None |
Default: | teleport |
Applicable to: | TechnoTypes:
AircraftTypes, BuildingTypes, InfantryTypes and VehicleTypes |
Locomotors handle the unit's movement and ensure the correct images are displayed in correct situations(walking, turning, firing, ...).
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
Flag: | Locomotor |
File(s): | rules(md).ini |
Values: | Strings: Normal text. (Limited to: CLSID, see below) |
Special Values: | None |
Default: | statue |
Applicable to: | Warheads |
Describes which Locomotor to use for Template:TTL warheads.
Available Locomotor CLSIDs
A list of all locomotors and their purposes follows:
- {4A582740-9839-11d1-B709-00A024DDAFD1}
- Ballistic Locomotor, unused / obsolete. Is referenced to in the Tiberian Sun locos.tlb, and the CLSID exists in the game code, but no locomotion logic is found for it.
- {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.
- {4A582745-9839-11d1-B709-00A024DDAFD1}
- Used by Falling Objects & Drop Pods
- {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.