ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

IsLocomotor

From ModEnc
Revision as of 14:29, 10 July 2007 by MCV (talk | contribs)
Jump to navigation Jump to search
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): rulesmd.ini
Values: boolean(yes/no)
Default: None
Applicable to: Warheads


A warhead with IsLocomotor= set will temporarily inflict a different Locomotor (specified by the flag Locomotor=<locomotor CLSID>) in the 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.

  • 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. (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. (Poissbly related to the ROF)