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Red Alert 2 & Yuri's Revenge Editing Discuss any modding related issues to do with Red Alert 2 and Yuri's Revenge here.

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Old 04-03-2003, 06:27 AM   #1 (permalink)
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Default Teleporting

Hi, I'm new here., and I'm also new at YR modding. Can anyone tell me how to make tanks teleport? Besides adding Teleporter=yes to the section, what else do I have to do?
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Old 04-03-2003, 07:04 AM   #2 (permalink)
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Hi and welcome to Deezire.net

I assume you are trying to make a ChronoTank?

Well have a look at the ChronoCommando or Legioner locomotor and use it for the ChronoTank but make sure you have Teleporter set to yes...

This should make your tank Teleport around the map but be careful it will have the same Phase affect as the troops which stops you using them for a time.

Im not sure if you can remove this affect as the ChronoMiner does not have it...


CH...
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Old 04-03-2003, 10:58 AM   #3 (permalink)
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it has to do with the locomotor logic.

it is said that bypassing the locomotor entry thus commenting it out, the unit would move like the chrono legionnaire. it worked but with some bugs.

i recommend that get yourself a copy of the tutorial in this sites' download section. it contains enough information for starters to advanced modders.
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Old 04-03-2003, 11:19 AM   #4 (permalink)
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And not that anyone asked, but just because I feel like saying something useful, you can actually make chrono units in Tiberian Sun as well. It's known as the "K" trick. You put a capital K at the front of the locomotor (or some have suggested that just totally removing the locomotor works as well, but I haven't tried this... there might be bugs) and boom~ your unit teleports everywhere he goes. It doesn't work well with infantry for some reason, but it works great with tanks. The only drawback, no poofy animation when your unit teleports somewhere. You could make it use one, but not compramizing your subterranean burrowing animation.
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Old 04-03-2003, 01:37 PM   #5 (permalink)
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When I made a tank chronoshift I just copied DeeZire's.
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Old 04-03-2003, 04:46 PM   #6 (permalink)
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The default locomotor is the chrono locomotor.

Also, the chrono delay can be set to vary based on distance, or as a constant (where the delay is the same no matter how far the unit has traveled).
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Old 04-04-2003, 12:18 AM   #7 (permalink)
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Thanks, I'll try that. What about the Chrono Miner? Like Commander-Havoc said, the Chrono Miner does not have the phase back delay time. Does anybody know why?
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Old 04-04-2003, 10:00 AM   #8 (permalink)
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Its because it has the drive locomotor i think, and Teleporter=yes.
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Old 04-04-2003, 01:11 PM   #9 (permalink)
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It might be hardcoded, like the APC->APCW logic.
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Old 04-04-2003, 01:19 PM   #10 (permalink)
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the chrono miner behaves similarly to the Deezire's Phalanx Tank, but with some differences.

when you set an Allied War Factory a rally point from the war factory to some point in the map, the Phalanx Tank "will drive" to reach the rally point set rather to "chronoshift" to the rally point set.

the Chrono Miner "drives" to the source of ore and when it is finished and its pip is already filled up with ore, it "chronoshifts" back to the refinery to dock and unload..
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