View Full Version : Locomotor Code deciphered!
Corsarus
04-08-2007, 01:10 AM
I have solved the locomotor code!
{4A58274...X...-9839-11d1-B709-00A024DDAFD1}=normal walking
{92612C4...X...-F71F-11d1-AC9F-006008055BB5}=getting pulled in by magnetron
if the X is replaced by a 1 then it is a treaded tank
by 2=amphibious
by 3=tunneling with sirens...
by 4=standard infantry
by 5=crash game...
by 6=flying
by 7=teleport
go any higher and your game crashes...:squint:
if you replace a units locomotor with the one for the getting pulled in by magnetron, the game crashes.
and vice versa...
in case anyone was wondering, this could be helpful with a lot of situations where people are trying to buildnew units or upgrade old ones. etc... i dunno, i have no life OK!?!?
HelloDave
04-08-2007, 06:41 AM
How did you work that one out?
and what is the use of the getting pulled by the magnetron locomotor?
http://img407.imageshack.us/img407/2541/davincimz4.jpg
Corsarus
04-08-2007, 11:26 AM
simple. i was modding normally and i noticed it.
the getting pulled in by the magnetron is the locomotor for when the magnetron pulls something in in yuri's revenge.
here is the warhead code.
[LocomotorBeam]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,0%
IsLocomotor=yes
Locomotor={92612C46-F71F-11d1-AC9F-006008055BB5}
{92612C46-F71F-11d1-AC9F-006008055BB5}
this means that the unit should move towards firing unit and it shall do so flying(hence the units levitating to the magnetron.)So, if you changed it to
{92612C41-F71F-11d1-AC9F-006008055BB5}
it would roll like a tank to the firing unit (magnetron)
hogo98
04-08-2007, 11:45 AM
Nice work i wouldn't have had a clue how to do this i know what they were but i couldn't have worked it out myself well done. :)
nuker7735
04-08-2007, 12:40 PM
did u notice that jumpjets have the same locomotor as the magnetron?
{92612C46-F71F-11d1-AC9F-006008055BB5} strange...
ships also have thier own seperate locomotor
{2BEA74E1-7CCA-11d3-BE14-00104B62A16C}
Robos also have thier own code (walking robos like titan and juggernaut from TS)
{55D141B8-DB94-11d1-AC98-006008055BB5}
so because jumpjets use the same locomotor code as magnetron the pull-to-target logic and specific flight rules had to be specified in the weapon code, which means that changing the number in the locomotor code might not work. it could even IE
and the reason that the number 5 in the locomotor code crashed is because drop pods are desupported in RA2/YR.
and the number 3 is subterranean units. i dont know what u mean by "tunneling with sirens"
Corsarus
04-08-2007, 01:44 PM
tunneling=subterranean
and sirens play when they tunnel:rolleyes:
apparently, the one i mistook for the magnetron was just the act of rising off the ground and falling when you reach your destination. You could change the magnetron to this though...
[LocomotorBeam]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,0%
IsLocomotor=yes
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
to make the unit drive to it...
COME TOWARDS THE LIGHT!!!:D
Fenring
04-08-2007, 01:53 PM
Hate to burst your bubble, but you didn't solve or decipher anything. We've known the locomotor code for a long time already and all of them work properly.
http://modenc.renegadeprojects.com/Locomotor
{92612C46-F71F-11d1-AC9F-006008055BB5}
this means that the unit should move towards firing unit and it shall do so flying(hence the units levitating to the magnetron.)
Actually, you're wrong on this one. The change in locomotor is for targeting purposes. You notice that AA weapons hit vehicles while being lifted, this wouldn't happen if the locomotor didn't change. If you change it, weird things will happen or it will just be ignored.
http://modenc.renegadeprojects.com/IsLocomotor
Corsarus
04-08-2007, 02:31 PM
why didn't you say this last time I posted a thread asking if anyone knew it?
Fenring
04-08-2007, 02:31 PM
I probably ignored it or didn't see it.
Corsarus
04-08-2007, 03:54 PM
but you actually replied to the thread several times...
and i tried changing the locomotor in the warhead, it worked but when the unit got there i couldn't select it...
maybe it is only a problem with the chronoing warhead?
nuker7735
04-09-2007, 02:11 AM
no, there are a specific set of rules for the weapon and WH for the magnetron. messing with it will be incredibly buggy.tunneling=subterranean
and sirens play when they tunnel:rolleyes:
apparently, the one i mistook for the magnetron was just the act of rising off the ground and falling when you reach your destination. You could change the magnetron to this though...
[LocomotorBeam]
Verses=0%,0%,0%,100%,100%,100%,0%,0%,0%,100%,0%
IsLocomotor=yes
Locomotor={4A582744-9839-11d1-B709-00A024DDAFD1}
to make the unit drive to it...
COME TOWARDS THE LIGHT!!!:D
the red locomotor wouldnt work cuz the locomotor beam CANNOT in any way affect infantry. vehicles cant use an inf locomotor.
and if u mean "sirens" like the sound that plays when something drills undergournd in TS that wasnt supposed to be a siren. :freek:
hogo98
04-09-2007, 08:47 AM
Well it doesn't really matter hes made a post about it here so people can see and know what is does so i think thats fine how it is :)
Corsarus
04-09-2007, 06:30 PM
it is not a the same siren, it is the on they play when you launch a nuke...:D
nuker7735
04-09-2007, 06:33 PM
wtf? when did u ever hear a nuke siren when something submerged!??!?!
Corsarus
04-09-2007, 06:47 PM
use the tunneling in yuri's revenge and you will see... unless the version of the rules i got was unclean...:shifty:
nuker7735
04-09-2007, 07:05 PM
it probably was, when i made a submergable unit it went underground with no sound at all.
Dracaveli
04-09-2007, 07:30 PM
the dig sound is the nuke sound, I believe It's hardcoded in because red alert 2 makes no use of tunnel vehicles
Corsarus
04-09-2007, 08:50 PM
no, it is in the rulesmd.ini and rules.ini
wait a sec...
DigSound=NukeSiren
search this and change it...
or delete it...
whatever
oh, and by the way, has anyone had the problem of EVA saying "new construction options" everytime something happens that needs noise?
Dracaveli
04-09-2007, 11:24 PM
DigSound=NukeSiren ; HACK: Nuke siren here since I believe this is unused and we are cramming for the demo
http://forums.revora.net/index.php?showtopic=8453
(Deezire Online)
Back in the [AudioVisual] section, theres a tag which also makes the sound when underground units submerge or surface. DigSound=NukeSiren is the tag, although in Red Alert 2 that tag is used when a Nuke is launched. The effect is that every time your unit goes underground or surfaces, the Nuke warning siren will sound. Not good (unless of course you really want to scare the players).
To get around this, set DigSound= to 'Dummy' (or your dig sound). But, we want the players to still get the air raid siren warning when a Nuke is launched, so hop back into the ART file and find the [NUKEPUFF] entry - that animation is hardcoded to be called by the game when a Nuke is launched, so add this line to it;-
Report=NukeSiren
sidenote::Since your Dig sound is less likely to have type=Global in (sound.ini) u won't hear it across the map when u dig under ground
your second problem (NCO "bug") is due to bad coding on your part
Corsarus
04-09-2007, 11:28 PM
whatever... doesn't really matter. I am just saying what I knew... and that ai'nt much... don' really need it for my mod anyhowz...
nuker7735
04-10-2007, 12:18 AM
oh, and by the way, has anyone had the problem of EVA saying "new construction options" everytime something happens that needs noise?
I do, i at one point knew why, but I forgot :|
Fenring
04-10-2007, 12:25 PM
oh, and by the way, has anyone had the problem of EVA saying "new construction options" everytime something happens that needs noise?
http://modenc.renegadeprojects.com/New_Construction_Options
nuker7735
04-10-2007, 06:27 PM
hmmm... that makes sense... thanks fenring
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