Locomotor
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 an invalid locomotor value or omit the Locomotor tag entirely, the unit will default to 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 IsLocomotor=yes 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. Giving this to a buildable or spawned object in Red Alert 2 will cause an Internal Error upon the object being created. This may be related to this locomotor pointing to animations to attach to the object in question, but these animations are not present in that game.
- {4A582746-9839-11d1-B709-00A024DDAFD1}
- Used by AircraftTypes. It is possible to give this locomotor to a vehicle, but there are several flaws with this, such as it exiting from the gates of the War Factory (instead of the roof hatch, like other flying vehicles), the gates of a War Factory not closing after the object exits, and the object's shadow being drawn attached to it, ignoring height, instead of on the ground underneath if it is a voxel.
- {4A582747-9839-11d1-B709-00A024DDAFD1}
- Used by teleporting VehicleTypes and InfantryTypes. Additional logic is activated if the object in question has a Dock set. It will then drive to any location it is ordered to, but if ordered to dock with its docking structure, it will teleport back to the dock.
- {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. Useable (and used) by VehicleTypes in Red Alert 2. In Tiberian Sun, if applied to a vehicle, this makes the object in question immune to direct-hit damage when in the air (although line damage from railguns still seems to damage such vehicles).
- {2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
- Used by ships. This causes them to "tilt" when destroyed. Although any VehicleType can be made to sink if it weighs more than ShipSinkingWeight, no matter what Locomotor it uses.
- {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.