ModEnc is currently in Maintenance Mode: Changes could occur at any given moment, without advance warning.

Teleporter

From ModEnc
Jump to navigation Jump to search
Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
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