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Locomotor
Flag: | Locomotor |
File(s): | rules(md).ini |
Values: | Strings, see below |
Special Values: | None |
Default: | statue |
Locomotors handle the unit's movement and ensure the correct images are displayed in correct situations(walking, turning, firing, ...). Here's a list of all locomotors that I know:
- {4A582741-9839-11d1-B709-00A024DDAFD1}
- Used by ground vehicles in VXL form.
- {4A582742-9839-11d1-B709-00A024DDAFD1}
- Used by hover vehicles (Robot Tank).
- {4A582744-9839-11d1-B709-00A024DDAFD1}
- Used by infantry.
- {4A582746-9839-11d1-B709-00A024DDAFD1}
- Used by aircraft.
- {4A582747-9839-11d1-B709-00A024DDAFD1}
- Used by teleporting units and infantry.
- {55D141B8-DB94-11d1-AC98-006008055BB5}
- Used by ground vehicles in SHP form, eg Mechs, Terror Drones.
- {92612C46-F71F-11d1-AC9F-006008055BB5}
- {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. In Yuri's Revenge, weapons can move their targets using these locomotors (the Magnetron uses the jumpjet one, for example). You can use any locomotor on your weapon by adding IsLocomotor=yes and Locomotor=[locomotor ID] to it's Warhead. However, other locomotors have some bugs:
- 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 locomotor:
- ignored completely(infantry can NOT be affected by IsLocomotor=yes weapons).