Quoted from
Command and Conquer Afterglow. That site has a lot of handy things there. The bit you are interested in to make things teleport is "the K trick". I think just any screwed up locomotor will work though.
QUOTE
Locomotor is the CLSID (whatever the heck that is) of the object handling movement for this object. The default is "statue". This appears to control specific movement deatails. Just copy, don't mess with this! The following table was compiled by Alkaline (alkaline@cnc2.com). (New For FireStorm!) We've added all of the new locomotor codes from that expansion pack.
Locomotors
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Tiberian Jellyfish 3DC0B295-6546-11D3-80B0-00902792494C
ground vehicles: 4A582741-9839-11d1-B709-00A024DDAFD1
hover mlrs: 4A582742-9839-11d1-B709-00A024DDAFD1
subterranean units: 4A582743-9839-11d1-B709-00A024DDAFD1
ground infantry: 4A582744-9839-11d1-B709-00A024DDAFD1
drop pod: 4A582745-9839-11d1-B709-00A024DDAFD1
aircraft, hunterseeker: 4A582746-9839-11d1-B709-00A024DDAFD1
walker vehicles: 55D141B8-DB94-11d1-AC98-006008055BB5
jumpjet infantry: 92612C46-F71F-11d1-AC9F-006008055BB5
The "K" Trick: It has been discovered that by adding "K" to the end if nearly any locomotor you will create a Chrono Tank like effect. We have yet to discover a way to make the unit charge up like Red Alert's Chrono Tank did, but this could be fun to play with. Odds are that this simply corrupts the locomotor and bypasses the normal operation.

Fluent in |3375p3k, 68 65 78 65 64 65 63 69 6d 61 6c, ebg13, -- --- .-. ... . -.-. --- -.. . --..-- and 01100010 01101001 01101110 01100001 01110010 0111100100101110
(Whoever translates that gets nothing, just +1 on thier geek score)