Teleportation and a Balanced Chrono Tank
by SMIFFGIG
Ok to make units teleport simply add a "K" to the begining of there
Loco e.g.
Locomotor={4A582742-9839-11d1-B709-00A024DDAFD1}
becomes
Locomotor={K4A582742-9839-11d1-B709-00A024DDAFD1}
Don't use in conjunction with Hunter Seeker logic it doesn't work.
Ok now onto a chrono tank, well yes you could make a Chrono Tank simply
by giving it that Loco but it will be totally stupid and unbalanced, you
could explore the map in seconds for instance and attack enemys with no
fear of retaliation ........ anyway
You can (and I cant be bothered to explain how to do these cause they're
simple).
One. Make make a chrono tank that has normal Loco and can fire at targets,
but to make it teleport u deploy it (need a .SHP image for it) then un-deploy
it and it can now teleport but not fire, to fire you have to deploy it
again which will be diff building wit hthe same image but it will undeploy
into the normal Loco version which can fire. Make the teleporting version
unable to move into shroud.
One: Use the Mobile EMP logic. As charged EMP and un-charged EMP are
actually different units. So make uncharged Mobile EMP have the teleporting
loco but not be able to fire, make the charged version have normal Loco
and be able to fire. The charge time would moderatly long so you couldn't
chrono wait a few secs, fire loads the chrono out again. Make SURE the
teleporting Mobile EMP cannot move into shroud or it will be too unbalanced.