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Roani52
post Nov 28 2006, 03:15 PM
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Is it possible to make a Teleport, or something like that, in TS?
I had an idea like this:

You make a teleport structure, load an unit in it, and it appears in the 2nd teleport structure.
You're limited to 2 teleport structures.


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Lin Kuei Ominae
post Dec 1 2006, 03:05 PM
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you all went towards a locomotor research but perhaps i have an idea for Roani52's initial question.
How to use two buildings as a teleport/wormhole shortcut between them.

Perhaps it is possible to modify the Tunnel behavior. As far as i remember do units move much smoother while they are in the tunnel. Perhaps they use a new movement system that can be modified to speed up units in the tunnel to a speed of 100.
Oh yeah, here i found something interesting.
In the rules.ini is an entry [Tunnel] that specifies the unit speed for Foot,Track,Wheel,Hover etc.
If you change the values to 1000% or even 10000% they should move really fast.

Perhaps you can combine now a building with the tunnel logic. Or at least make a map in which a tunnel looks like a special building (Stargate rolleyes.gif ).


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Posts in this topic
- Roani52   Locomotors   Nov 28 2006, 03:15 PM
- - Black hawk   Like the gla tunnel network. I think it isn't ...   Nov 28 2006, 03:24 PM
- - Bittah Commander   Nope, that isn't possible. The only possible w...   Nov 28 2006, 03:47 PM
|- - Black hawk   QUOTE (Bittah Commander @ Nov 28 2006, 04...   Nov 28 2006, 07:34 PM
- - Roani52   So, chrono... But what's actiually that ...   Nov 28 2006, 03:58 PM
- - Bittah Commander   Just open your rules.ini file and search for it   Nov 28 2006, 04:13 PM
- - Roani52   No, I mean: WHAT DOES IT DO? I see it much in rule...   Nov 28 2006, 04:16 PM
- - Bittah Commander   It tells the unit how to move.   Nov 28 2006, 04:17 PM
- - Roani52   Oh, and can you list mybee ALL the locomotors? Ho...   Nov 28 2006, 04:21 PM
- - Bittah Commander   Just use the locomotor of another unit that moves ...   Nov 28 2006, 04:31 PM
- - Roani52   Are there also unused locomotors, or can you creat...   Nov 28 2006, 04:34 PM
- - Bittah Commander   Aside from the invalid ones (which 'll cause t...   Nov 28 2006, 04:36 PM
- - Roani52   But i asked also: can you create one?   Nov 28 2006, 04:37 PM
- - Uufje   No, not without a hex editor...   Nov 28 2006, 04:44 PM
- - Bittah Commander   Well, the locomotor code actually looks like a HEX...   Nov 28 2006, 04:47 PM
- - Roani52   You do... But HEX code is in groups of 2, this is....   Nov 28 2006, 04:50 PM
- - Bittah Commander   The hex code is only written like that in the hex ...   Nov 28 2006, 05:17 PM
- - WorManiac   hmm...you do learn something new every day, I didn...   Nov 28 2006, 05:37 PM
- - Creagor   Quoted from Command and Conquer Afterglow. That si...   Nov 28 2006, 06:28 PM
- - ORCACommander   all the locomoters are self contained in the locos...   Nov 28 2006, 08:29 PM
- - Bittah Commander   "You could try chrono tech. But i dont no how...   Nov 28 2006, 08:31 PM
- - Black hawk   oke you are right. But i mean in the first place t...   Nov 28 2006, 08:42 PM
- - Nighthawk   If you don't have a TLB editor, ModEnc lists a...   Nov 28 2006, 08:51 PM
- - TShyper   TLB files only tell the game how to find something...   Nov 29 2006, 11:26 AM
|- - ORCACommander   QUOTE (TShyper @ Nov 29 2006, 06:26 AM) T...   Nov 29 2006, 08:08 PM
- - Nighthawk   Well then I wonder what would happen if TS's L...   Nov 29 2006, 07:53 PM
- - TShyper   well i removed all of them before and they did not...   Nov 30 2006, 09:45 AM
- - Roani52   Well, can a moderator (or admin (BITTAHHH!...   Nov 30 2006, 03:09 PM
- - TShyper   locomotor research? there is nothing we can resera...   Nov 30 2006, 03:22 PM
- - Bittah Commander   Fair enough; moved the topic and changed the title   Nov 30 2006, 04:03 PM
- - Black hawk   Good can somebody post the code?   Nov 30 2006, 06:13 PM
- - Creagor   Which code? The locos.tlb code? That can be found ...   Nov 30 2006, 08:49 PM
- - Roani52   That sounds cool... I like your sig...   Dec 3 2006, 11:04 AM
- - Bittah Commander   That's a very good idea actually, but the prob...   Dec 3 2006, 12:13 PM
- - Black hawk   Is it possible to make a pad. Like your doing with...   Dec 3 2006, 08:15 PM
- - Bittah Commander   Not a clue what you're talking about   Dec 4 2006, 09:00 AM
- - Roani52   I don't know it eighter... Translation <???...   Dec 4 2006, 03:35 PM
- - Uufje   Rally points... hmm, I think it's only possibl...   Dec 4 2006, 05:58 PM
- - Black hawk   Then you must edit the game exe   Dec 4 2006, 06:58 PM
- - Uufje   Rofl yeah indeed, but it's very hard   Dec 4 2006, 07:15 PM
- - ORCACommander   actually you can make rally points in TS you just ...   Dec 4 2006, 07:51 PM
- - Bittah Commander   Can you delete them in RA2 then? If so, that's...   Dec 4 2006, 08:33 PM
|- - ORCACommander   QUOTE (Bittah Commander @ Dec 4 2006, 03...   Dec 4 2006, 10:06 PM
|- - Roani52   QUOTE (Bittah Commander @ Dec 4 2006, 09...   Dec 14 2006, 04:22 PM
- - Nighthawk   By the beacons with 1, 2, 3, 4 etc. I'm assumi...   Dec 4 2006, 08:57 PM
- - Nighthawk   Or while in WP mode in RA2 you can click on the wa...   Dec 5 2006, 05:41 PM
- - The DvD   By selecting a production building, then ctrl+alt+...   Dec 14 2006, 08:11 PM


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