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 Forum index » Modding Central » Red Alert 2 Editing Forum
All usable Locomotors ?
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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Thu Oct 06, 2022 4:46 pm    Post subject:  All usable Locomotors ? Reply with quote  Mark this post and the followings unread

Does anyone have a list with all usable Locomotor CLSIDs for RA2YR ?

I know 41- to 47-.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Oct 06, 2022 7:42 pm    Post subject: Reply with quote  Mark this post and the followings unread

This one, presumably:

https://modenc.renegadeprojects.com/Locomotor

Is there anything wrong with it?
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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Fri Oct 07, 2022 5:00 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm currently struggling with something: I have a Droideka .shp that I want to make as infantry unit. The unit move by rolling (as in the shp anim part).

I can't seem to get it to work right.

Best I obtained is
MovementZone=InfantryDestroyer
Locomotor={4A582741-9839-11d1-B709-00A024DDAFD1}
Or Destroyer;
Acceleration works, but the bad effect is that if I set a waypoint out of the Barracks, the units will stack upon each other. And of course, that leads to all of them being killed by anything killing one on that cell.

if I try the 4A582741 normal infantry locomotor, the units will get stuck when walking nearby obstacles (mostly in the case different terrain altitude where tilt is needed, but also ore spawners, etc) and the animation gets stuck at walking(rolling).

Stacking also occurs if I use hovering locomotor, but at least you can see there are more stacked. Not using it since it looks too weird for a droid to hover.

So did anyone else encounter this sort of strange thing ?

I'm thinking as next step to fully rebuild the code of the unit and test if this error happens with other .shp (could it be the .shp ?).

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Virgil
Jumpjet Infantry


Joined: 22 Jul 2018

PostPosted: Sat Oct 08, 2022 2:17 pm    Post subject: Reply with quote  Mark this post and the followings unread

I think the original shp from Galantic Battlefield also just make the unit a foot unit with its moving sequel being rolling animation...why do you have to mess with the locomotor? Just give it the infantry one, 4A582744, if you make it infantry. What you are using is the Drive locomotor for vehicles. MovementZone is another thing, it decides what does this unit consider as "passable" when doing pathfinding, but does not affect how unit moves.

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Overmind
Grenadier


Joined: 05 May 2022

PostPosted: Sun Oct 09, 2022 7:14 am    Post subject: Reply with quote  Mark this post and the followings unread

If I put 4A582744 it gets stuck whenever I try to pass non-flat terrain (anything that needs tilting). I can't figure out why this happens only with this unit. All other are fine and I have a few similar ones like bikes, scooters that have 4A582744.

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