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Difference between revisions of "Locomotor"

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Describes which Locomotor to use for {{TTL|IsLocomotor|yes}} warheads.
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Describes which Locomotor to use for {{f|IsLocomotor|yes|link}} warheads.
  
 
== Available Locomotor CLSIDs ==
 
== Available Locomotor CLSIDs ==

Revision as of 10:17, 27 November 2009

As a Flag

On TechnoTypes

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: 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

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: 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
{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.