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Roani52
post Nov 28 2006, 03:15 PM
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Is it possible to make a Teleport, or something like that, in TS?
I had an idea like this:

You make a teleport structure, load an unit in it, and it appears in the 2nd teleport structure.
You're limited to 2 teleport structures.


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Blacksilence
post Nov 28 2006, 03:24 PM
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Like the gla tunnel network.
I think it isn't possible.
You could try chrono tech.
But i dont no how to do it.


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Bittah Commander
post Nov 28 2006, 03:47 PM
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Nope, that isn't possible. The only possible way of teleporting in TS is by giving a unit a invalid locomotor, which'll make the unit appear instantly wherever you tell it to go.


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Roani52
post Nov 28 2006, 03:58 PM
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So, chrono...
But what's actiually that "locomotor"?


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Bittah Commander
post Nov 28 2006, 04:13 PM
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Just open your rules.ini file and search for it dry.gif


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Roani52
post Nov 28 2006, 04:16 PM
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No, I mean: WHAT DOES IT DO?
I see it much in rules.ini, but there are always much numbers.
Locomotor = CLSID of the object handling movement for this object (def=statue)
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}

Oh, y.. ye... yea..... riiighhht. SO?


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Bittah Commander
post Nov 28 2006, 04:17 PM
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It tells the unit how to move.


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Roani52
post Nov 28 2006, 04:21 PM
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Oh, and can you list mybee ALL the locomotors? tongue.gif
How must I know what I have to fill in?


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Bittah Commander
post Nov 28 2006, 04:31 PM
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Just use the locomotor of another unit that moves the way you want your unit to move wink.gif


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Roani52
post Nov 28 2006, 04:34 PM
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Are there also unused locomotors, or can you create one?
(WITHOUT HEX EDITOR PLZ)


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Bittah Commander
post Nov 28 2006, 04:36 PM
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Aside from the invalid ones (which 'll cause the unit to teleport), no.
Oddly you can't even find any locomotors in the game.exe file with a hex editor.


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Roani52
post Nov 28 2006, 04:37 PM
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But i asked also: can you create one?


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Uufje
post Nov 28 2006, 04:44 PM
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No, not without a hex editor... wink1.gif

This post has been edited by Uufje: Nov 28 2006, 04:44 PM
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Bittah Commander
post Nov 28 2006, 04:47 PM
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Well, the locomotor code actually looks like a HEX code, so maybe the game reads it directly from the rules.ini file and not via the game.exe file (like it does with most other codes).
This could mean you might be able to create your own, but none has ever done (or probably even tried) it and you also don't know enough to be able to.


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Roani52
post Nov 28 2006, 04:50 PM
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You do...
But HEX code is in groups of 2, this is... in more then 2

EDIT
I translated 4A582742-9839-11d1-B709-00A024DDAFD1 : JX'˜9Ñ·
Ok, if you understand this....

This post has been edited by Roani52: Nov 28 2006, 04:54 PM


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Bittah Commander
post Nov 28 2006, 05:17 PM
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The hex code is only written like that in the hex editor because that "group" of to numbers represents 1 byte and can be transferred to one ASCII character.

I was wrong anyway; the game doesn't read the locomotor directly from the rules.ini file. If it did, Locomotor=statue either shouldn't exist in RA2 (which it does) or it should also work also work in TS (which it doesn't).

It's of course also possible that Locomotor=statue is an exception roll.gif


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Crimsonum
post Nov 28 2006, 05:37 PM
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hmm...you do learn something new every day, I didn't know the actual purpose the locomotor serves, I thought it was somekind of parameter of the unit :confused:
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Creagor
post Nov 28 2006, 06:28 PM
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Quoted from Command and Conquer Afterglow. That site has a lot of handy things there. The bit you are interested in to make things teleport is "the K trick". I think just any screwed up locomotor will work though.

QUOTE
Locomotor is the CLSID (whatever the heck that is) of the object handling movement for this object. The default is "statue". This appears to control specific movement deatails. Just copy, don't mess with this! The following table was compiled by Alkaline (alkaline@cnc2.com). (New For FireStorm!) We've added all of the new locomotor codes from that expansion pack.

Locomotors
---------------------------------------------------------------
Tiberian Jellyfish 3DC0B295-6546-11D3-80B0-00902792494C
ground vehicles: 4A582741-9839-11d1-B709-00A024DDAFD1
hover mlrs: 4A582742-9839-11d1-B709-00A024DDAFD1
subterranean units: 4A582743-9839-11d1-B709-00A024DDAFD1
ground infantry: 4A582744-9839-11d1-B709-00A024DDAFD1
drop pod: 4A582745-9839-11d1-B709-00A024DDAFD1
aircraft, hunterseeker: 4A582746-9839-11d1-B709-00A024DDAFD1
walker vehicles: 55D141B8-DB94-11d1-AC98-006008055BB5
jumpjet infantry: 92612C46-F71F-11d1-AC9F-006008055BB5


The "K" Trick: It has been discovered that by adding "K" to the end if nearly any locomotor you will create a Chrono Tank like effect. We have yet to discover a way to make the unit charge up like Red Alert's Chrono Tank did, but this could be fun to play with. Odds are that this simply corrupts the locomotor and bypasses the normal operation.


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Blacksilence
post Nov 28 2006, 07:34 PM
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QUOTE (Bittah Commander @ Nov 28 2006, 04:47 PM) *
Nope, that isn't possible. The only possible way of teleporting in TS is by giving a unit a invalid locomotor, which'll make the unit appear instantly wherever you tell it to go.

I'm right with chrono, Just read better bittah


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ORCACommander
post Nov 28 2006, 08:29 PM
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all the locomoters are self contained in the locos.tlb if you want view them or make new ones look/edit there


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Bittah Commander
post Nov 28 2006, 08:31 PM
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"You could try chrono tech. But i dont no how to do it." Isn't exactly helping anyone, is it? There's no such thing as chrono tech in TS and a unit with a invalid locomotor isn't chrono tech either.

And Creagor, that's what I said; give the unit a invalid locomotor and it'll teleport. Adding a K to the end of the locomotor makes the locomotor invalid, so it's exactly the same wink1.gif
I wonder how the drop pod locomotor works actually, seeming it isn't actually used (well, the drop pod unit hasn't, but for as far as I know it's code isn't used and neither is the unit istself; the drop pod we're most familiar with is just an animation and not the actual unit). I tried giving it to the Orca, but that just crashes the game as soon as I build it.

Edit: I just tried building a orca bomber first so the helipad was occupied and then built an orca fighter (which with the drop pod locomotor), knowing it'd have to come flying in now and 'd possibly not crash the game now.
When I build the Orca Fight, the Orca Fighter came down next to my helipad just like a drop pod does and crashed the game the instance it landed.


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Blacksilence
post Nov 28 2006, 08:42 PM
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oke you are right.
But i mean in the first place the locomotor and that is called chrono tech

This post has been edited by Black hawk: Nov 28 2006, 08:43 PM


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Nighthawk
post Nov 28 2006, 08:51 PM
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If you don't have a TLB editor, ModEnc lists all the Locomotors on the Locomotor page:
Link

Edit: It doesn't mention the Drop Pod loco, but it does give the rest of TS and RA2's. The Hover vehicles one is the same as the MLRSs. The Jumpjet loco won't work on VehicleTypes in TS, and of course the Ships and Spawned Missiles locos aren't in TS. I'm just wondering if RA2 has a similar file to LOCOS.TLB and what would happen if you stuck it in TS.

This post has been edited by Nighthawk: Nov 28 2006, 08:54 PM


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SeekSomethingNew
post Nov 29 2006, 11:26 AM
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TLB files only tell the game how to find something or how something works, the dont use them since the first ever patch. i think PD told me that the loco's are in the exe, but each letter / set (before the "-") does something to a code... so a certain combinations activate the movment control. so i dont think new ones can be added without hacking...


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Nighthawk
post Nov 29 2006, 07:53 PM
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Well then I wonder what would happen if TS's LOCOS.TLB were to be put in place of the RA2 equivalent, would it reference any old locomotors still stored in the EXE? Like the Drop Pod loco? Then again, I'm now thinking to my self, if it could have been done, it would have been done by now.

Edit: Though if it could be done it would mess up all of the new RA2 locos (altered jumpjet, ships, chrono etc.)

This post has been edited by Nighthawk: Nov 29 2006, 07:54 PM


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ORCACommander
post Nov 29 2006, 08:08 PM
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QUOTE (TShyper @ Nov 29 2006, 06:26 AM) *
TLB files only tell the game how to find something or how something works, the dont use them since the first ever patch. i think PD told me that the loco's are in the exe, but each letter / set (before the "-") does something to a code... so a certain combinations activate the movment control. so i dont think new ones can be added without hacking...



actually hyper is one tlb that is definetly used used if 5 lines of code are commented back in. AI.tlb . All the infoirmation about and the charecteristics of the AI generals is contained in that file.


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post Nov 30 2006, 09:45 AM
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well i removed all of them before and they did nothing... so was i dreaming?


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Roani52
post Nov 30 2006, 03:09 PM
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Well, can a moderator (or admin (BITTAHHH!!!!??)) move this to advanced editing and call the "topic description": Locomotor research. If it's not ad. editing, please call it anyway Locomotor research...


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SeekSomethingNew
post Nov 30 2006, 03:22 PM
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locomotor research? there is nothing we can reserach about other than VK hacking the exe to add a new one


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Bittah Commander
post Nov 30 2006, 04:03 PM
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Fair enough; moved the topic and changed the title wink1.gif


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Blacksilence
post Nov 30 2006, 06:13 PM
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Good can somebody post the code?


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Creagor
post Nov 30 2006, 08:49 PM
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Which code? The locos.tlb code? That can be found HERE.


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Fluent in |3375p3k, 68 65 78 65 64 65 63 69 6d 61 6c, ebg13, -- --- .-. ... . -.-. --- -.. . --..-- and 01100010 01101001 01101110 01100001 01110010 0111100100101110
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Lin Kuei Ominae
post Dec 1 2006, 03:05 PM
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you all went towards a locomotor research but perhaps i have an idea for Roani52's initial question.
How to use two buildings as a teleport/wormhole shortcut between them.

Perhaps it is possible to modify the Tunnel behavior. As far as i remember do units move much smoother while they are in the tunnel. Perhaps they use a new movement system that can be modified to speed up units in the tunnel to a speed of 100.
Oh yeah, here i found something interesting.
In the rules.ini is an entry [Tunnel] that specifies the unit speed for Foot,Track,Wheel,Hover etc.
If you change the values to 1000% or even 10000% they should move really fast.

Perhaps you can combine now a building with the tunnel logic. Or at least make a map in which a tunnel looks like a special building (Stargate rolleyes.gif ).


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Roani52
post Dec 3 2006, 11:04 AM
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That sounds cool...
I like your sig...


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Bittah Commander
post Dec 3 2006, 12:13 PM
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That's a very good idea actually, but the problem with that is that the path of the tunnel has to be preset on the map itself for the game to know where the game to know where the tunnel starts and leads to.
So the only way to do this would be by making a map that already has these "Stargates" and connecting them with the tunnel tool (drawing a line from one entrance of the "tunnel" to the other).


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Blacksilence
post Dec 3 2006, 08:15 PM
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Is it possible to make a pad.
Like your doing with the factory if you holt alt down, you can set a rally point.
Or with the beacons from 1 to 2 to 3 to 4 enz. Like that i hoop you can try that.
I dont no where it stands in rules.ini.


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Bittah Commander
post Dec 4 2006, 09:00 AM
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Not a clue what you're talking about huh.gif


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Roani52
post Dec 4 2006, 03:35 PM
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I don't know it eighter...
Translation <???> tongue.gif :
Is it possible to make a pad?
Something like you can place a point on the map. For example: You click on the WF, hold ALT, and then click somewhere on the map. All the units that you make will be sended to that point.
Or with the beacons from 1 to 2 to 3 to 4... In those funny colours.
Mybee something like that. I hope you can try that.

But no, i guess not..
I dont no where it stands in rules.ini.


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Uufje
post Dec 4 2006, 05:58 PM
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Rally points... hmm, I think it's only possible in RA2.
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Blacksilence
post Dec 4 2006, 06:58 PM
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Then you must edit the game exe


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Uufje
post Dec 4 2006, 07:15 PM
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Rofl yeah indeed, but it's very hard wink1.gif
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ORCACommander
post Dec 4 2006, 07:51 PM
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actually you can make rally points in TS you just can't deleate them when they're made. you can only change where they go


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Bittah Commander
post Dec 4 2006, 08:33 PM
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Can you delete them in RA2 then? If so, that's news for me huh.gif

And Black Hawk/Roani, do you mean road or path? A pad is a (usually) flat thingy, like a mouse pad or a helipad.

Also, it's sent, not sended.


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Nighthawk
post Dec 4 2006, 08:57 PM
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By the beacons with 1, 2, 3, 4 etc. I'm assuming he means waypoint paths. To answer your question Black Hawk, no you can't use Waypoint Paths as rally points, though I haven't tried setting a rally point on the same spot as the start of a waypoint path, try using that and see if it works.


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ORCACommander
post Dec 4 2006, 10:06 PM
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QUOTE (Bittah Commander @ Dec 4 2006, 03:33 PM) *
Can you delete them in RA2 then? If so, that's news for me huh.gif

And Black Hawk/Roani, do you mean road or path? A pad is a (usually) flat thingy, like a mouse pad or a helipad.

Also, it's sent, not sended.



yes you can by using the hotkey that you use for ordering your units to stop (default: "s" key)


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Nighthawk
post Dec 5 2006, 05:41 PM
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Or while in WP mode in RA2 you can click on the waypoint and press delete.


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Roani52
post Dec 14 2006, 04:22 PM
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QUOTE (Bittah Commander @ Dec 4 2006, 09:33 PM) *
And Black Hawk/Roani, do you mean road or path? A pad is a (usually) flat thingy, like a mouse pad or a helipad.

Also, it's sent, not sended.


I think he means something like a path, well, I know what he means but don't know how to explain.
And the spelling, didn't look at that. (beetje bij in geschoten)<= dont know how to say that in english.


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The DvD
post Dec 14 2006, 08:11 PM
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By selecting a production building, then ctrl+alt+click you can select the rally point for the structure.

Roani, it's 'it slipped my mind' i think wink1.gif


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