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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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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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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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Posts in this topic
- Roani52   Locomotors   Nov 28 2006, 03:15 PM
- - Black hawk   Like the gla tunnel network. I think it isn't ...   Nov 28 2006, 03:24 PM
- - Bittah Commander   Nope, that isn't possible. The only possible w...   Nov 28 2006, 03:47 PM
|- - Black hawk   QUOTE (Bittah Commander @ Nov 28 2006, 04...   Nov 28 2006, 07:34 PM
- - Roani52   So, chrono... But what's actiually that ...   Nov 28 2006, 03:58 PM
- - Bittah Commander   Just open your rules.ini file and search for it   Nov 28 2006, 04:13 PM
- - Roani52   No, I mean: WHAT DOES IT DO? I see it much in rule...   Nov 28 2006, 04:16 PM
- - Bittah Commander   It tells the unit how to move.   Nov 28 2006, 04:17 PM
- - Roani52   Oh, and can you list mybee ALL the locomotors? Ho...   Nov 28 2006, 04:21 PM
- - Bittah Commander   Just use the locomotor of another unit that moves ...   Nov 28 2006, 04:31 PM
- - Roani52   Are there also unused locomotors, or can you creat...   Nov 28 2006, 04:34 PM
- - Bittah Commander   Aside from the invalid ones (which 'll cause t...   Nov 28 2006, 04:36 PM
- - Roani52   But i asked also: can you create one?   Nov 28 2006, 04:37 PM
- - Uufje   No, not without a hex editor...   Nov 28 2006, 04:44 PM
- - Bittah Commander   Well, the locomotor code actually looks like a HEX...   Nov 28 2006, 04:47 PM
- - Roani52   You do... But HEX code is in groups of 2, this is....   Nov 28 2006, 04:50 PM
- - Bittah Commander   The hex code is only written like that in the hex ...   Nov 28 2006, 05:17 PM
- - WorManiac   hmm...you do learn something new every day, I didn...   Nov 28 2006, 05:37 PM
- - ORCACommander   all the locomoters are self contained in the locos...   Nov 28 2006, 08:29 PM
- - Bittah Commander   "You could try chrono tech. But i dont no how...   Nov 28 2006, 08:31 PM
- - Black hawk   oke you are right. But i mean in the first place t...   Nov 28 2006, 08:42 PM
- - Nighthawk   If you don't have a TLB editor, ModEnc lists a...   Nov 28 2006, 08:51 PM
- - TShyper   TLB files only tell the game how to find something...   Nov 29 2006, 11:26 AM
|- - ORCACommander   QUOTE (TShyper @ Nov 29 2006, 06:26 AM) T...   Nov 29 2006, 08:08 PM
- - Nighthawk   Well then I wonder what would happen if TS's L...   Nov 29 2006, 07:53 PM
- - TShyper   well i removed all of them before and they did not...   Nov 30 2006, 09:45 AM
- - Roani52   Well, can a moderator (or admin (BITTAHHH!...   Nov 30 2006, 03:09 PM
- - TShyper   locomotor research? there is nothing we can resera...   Nov 30 2006, 03:22 PM
- - Bittah Commander   Fair enough; moved the topic and changed the title   Nov 30 2006, 04:03 PM
- - Black hawk   Good can somebody post the code?   Nov 30 2006, 06:13 PM
- - Creagor   Which code? The locos.tlb code? That can be found ...   Nov 30 2006, 08:49 PM
- - Lin Kuei Ominae   you all went towards a locomotor research but perh...   Dec 1 2006, 03:05 PM
- - Roani52   That sounds cool... I like your sig...   Dec 3 2006, 11:04 AM
- - Bittah Commander   That's a very good idea actually, but the prob...   Dec 3 2006, 12:13 PM
- - Black hawk   Is it possible to make a pad. Like your doing with...   Dec 3 2006, 08:15 PM
- - Bittah Commander   Not a clue what you're talking about   Dec 4 2006, 09:00 AM
- - Roani52   I don't know it eighter... Translation <???...   Dec 4 2006, 03:35 PM
- - Uufje   Rally points... hmm, I think it's only possibl...   Dec 4 2006, 05:58 PM
- - Black hawk   Then you must edit the game exe   Dec 4 2006, 06:58 PM
- - Uufje   Rofl yeah indeed, but it's very hard   Dec 4 2006, 07:15 PM
- - ORCACommander   actually you can make rally points in TS you just ...   Dec 4 2006, 07:51 PM
- - Bittah Commander   Can you delete them in RA2 then? If so, that's...   Dec 4 2006, 08:33 PM
|- - ORCACommander   QUOTE (Bittah Commander @ Dec 4 2006, 03...   Dec 4 2006, 10:06 PM
|- - Roani52   QUOTE (Bittah Commander @ Dec 4 2006, 09...   Dec 14 2006, 04:22 PM
- - Nighthawk   By the beacons with 1, 2, 3, 4 etc. I'm assumi...   Dec 4 2006, 08:57 PM
- - Nighthawk   Or while in WP mode in RA2 you can click on the wa...   Dec 5 2006, 05:41 PM
- - The DvD   By selecting a production building, then ctrl+alt+...   Dec 14 2006, 08:11 PM


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