QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-Light tower that will fallow enemy units around and sound an alarm? (Without setting up scripts)
even if you won't get the beam to follow the unit, a workaround can be done in rules.ini to show a light circle on the enemy unit in range, which looks quite similar as the spotlight beam.
QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-Demotruck logic?
Can be done perfectly fine with ini coding. no bugs, no flaws.
QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-Can make an engineer destroy a bridge(like in that Nod mission? Or maybe just enter repair hit and it blows up the section?)
Use C4 units. That's what they are supposed to be.
QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-Helipads can repair aircraft but wont allow other units to be told to go to them and therefore crash the game
use a weapon that repairs units and give it only a range that is short enough to heal the unit that stands on the helipad, but not the units next to it.
Also IMO not a really useful feature as this is the job of the repair bay and there are other more important things that should be fixed.
QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-Free (non-glitch)helicopter with a helipad?
For one helipad you can do this perfectly fine. Use HoverPad=yes on the helipad and it will be build with the first unit that is listed on the key PadAircraft. For a vanilla TS rules.ini this would mean you get the helipad together with an Orca.
QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-Ability to tell the AI when your ready to be attacked/it can build its base in skirmish?
IMO not worth to implement. Do this via trigger in the map.
QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-AI build walls without the bugs? All the way around its base?
The AI can build walls already. It's just set to "no". Just take a look in rules.ini before suggesting things.
To make the AI intelligent enough to build the walls as wise as a human is out of the question.
QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-Cement that can make ground level/flatten when built over a small hole/hill?
I'm quite sure this is not as easy as it sounds, so i doubt Hyper can go that deep in the code to make this work.
QUOTE (Viking @ Jan 2 2010, 02:17 PM)

-Option to turn of "craters" (always ruining otherwise nice spots for a base, stupid multi-missile)
change in rules.ini the deforming warheads and set there Deform=0%.
Also to avoid deforming terrain you have the pavement. That's what it's there for (and to avoid unwanted subterranean units).
Make yourself familiar with TS modding and you'll see that most things are already possible and not everything needs a exe hack.
This post has been edited by Lin Kuei Ominae: Jan 2 2010, 09:40 PM