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Teleporter
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| Flag: | Teleporter |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Default: | no |
| Applicable to: | InfantryTypes, VehicleTypes |
Defines whether this is a unit that can Teleport.
Of course, what actually controls which way a unit moves is the value of Locomotor.
Notes
For units with Organic=yes (for InfantryTypes, this defaults to yes), this determines whether it can be moved by a Type=ChronoSphere superweapon instead of being killed by [General]→C4Warhead= warhead.
For vehicles, this causes the unit to always move using the Locomotor=Drive method unless it is docked to a building with DockUnload=yes, in which case it uses the movement method defined by its Locomotor setting.
- However, other features that require determining the locomotive still read the unit's own Locomotor setting. This also causes in the vanilla game that the Chrono Miner, while it usually moves with Drive, does not tilt on slopes because its Locomotor is set to Teleport.
Bugs/Side-Effects/Unexpected Limitations
For vehicles with Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}, although they use Drive to move, when they are standing at a certain position, the wobbles effect granted by Hover still works.
See Also
- IsTilter
- Warpable
- Chronosphere.KillOrganic (Ares Only)
- Chronosphere.KillTeleporters (Ares Only)