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Locomotors |
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Nov 28 2006, 03:15 PM
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Artillery

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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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Nov 28 2006, 03:24 PM
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Light Tank

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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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 Thanks bittah for the sig . Love MLRS, its the worlds most dangerous artillery. Tibweb forum Mod Leader of VENGEANCE TS/V Trailer Progress 20%The Explosion Expert
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Nov 28 2006, 03:58 PM
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Artillery

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So, chrono... But what's actiually that "locomotor"?
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Nov 28 2006, 04:16 PM
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Artillery

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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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Nov 28 2006, 04:21 PM
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Artillery

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Oh, and can you list mybee ALL the locomotors?  How must I know what I have to fill in?
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Nov 28 2006, 04:34 PM
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Artillery

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Are there also unused locomotors, or can you create one? (WITHOUT HEX EDITOR PLZ)
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Nov 28 2006, 04:37 PM
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Artillery

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But i asked also: can you create one?
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Nov 28 2006, 04:50 PM
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Artillery

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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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Nov 28 2006, 05:17 PM
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Forum Administrator

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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
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Nov 28 2006, 06:28 PM
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Flame Tank

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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 (Whoever translates that gets nothing, just +1 on thier geek score)
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Nov 28 2006, 07:34 PM
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Light Tank

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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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 Thanks bittah for the sig . Love MLRS, its the worlds most dangerous artillery. Tibweb forum Mod Leader of VENGEANCE TS/V Trailer Progress 20%The Explosion Expert
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Nov 28 2006, 08:31 PM
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Forum Administrator

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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  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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Nov 28 2006, 08:42 PM
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Light Tank

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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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 Thanks bittah for the sig . Love MLRS, its the worlds most dangerous artillery. Tibweb forum Mod Leader of VENGEANCE TS/V Trailer Progress 20%The Explosion Expert
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Nov 28 2006, 08:51 PM
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Disc Thrower

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If you don't have a TLB editor, ModEnc lists all the Locomotors on the Locomotor page: LinkEdit: 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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Nov 29 2006, 11:26 AM
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Stealth Tank

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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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Nov 29 2006, 08:08 PM
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SSM Launcher

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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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Nov 30 2006, 09:45 AM
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Stealth Tank

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well i removed all of them before and they did nothing... so was i dreaming?
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Nov 30 2006, 03:09 PM
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Artillery

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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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Nov 30 2006, 03:22 PM
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Stealth Tank

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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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