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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.

An additional effect is that when a harvester is near a refinery, this causes it to switch from guard mission to harvest mission due to various reasons (including traffic jams) to ensure work.

  • For example, when a refinery is near a mining area that is about to be depleted, after the last bit of ore is collected, the harvester will enter guard mission, and even if the mine shaft drills out new ore, it will not resume harvest mission; however, for harvesters with Teleporter=yes, since they are near the refinery and always return to harvest mission, they can resume harvesting.
    • This check is skipped in Phobos Build#49, and regardless of Teleporter, it will return from guard mission to harvest mission when near the refinery.

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