Guest Posted January 21, 2005 I have already set teleporting to yes but the constrution vehicle will not teleport. HELP!! Share this post Link to post
Guest ugkrut Posted January 21, 2005 ok this is in tibed for "RA2 NOT YR!!!" Share this post Link to post
Guest Posted January 22, 2005 I just tried changing the locomotor to Chronoshift but it did not work. Share this post Link to post
Wildshield 0 Posted January 22, 2005 Teleporter=no Try adding that along with the chrono locomotor. Share this post Link to post
Guest ugkrut Posted January 22, 2005 Dude stinger u so rock tank u so much. It works perfect!! Share this post Link to post
alleylee 0 Posted January 27, 2005 lol... i know a cheap coding... make any vehicle chrono loco.. teleporter=no.. and then make it harvestor=yes.. i think that's the part you need.. just make the vehicle a harvestor without bails.. or pips.. and you get this vehicle with chrono, without materializing... very fast, very good.. but causes lag.. especially when you're manually dodging... Share this post Link to post
Doctor Destiny 40 Posted January 27, 2005 The Chrono Miner is hardcoded to phase back without any delays. It has nothing to do with its properties. As a side note, the AI will not deploy chrono/hover MCVs. Share this post Link to post
alleylee 0 Posted January 27, 2005 yes it does... i made it so a drone can do that quickly... lol.. try it fenring Share this post Link to post
ugkrut 0 Posted February 1, 2005 As a side note, the AI will not deploy chrono/hover MCVs. Dude ur right it sucks i wish u could but i abandend that idea. Share this post Link to post
alleylee 0 Posted February 12, 2005 umm... is it possible to make it deploy? i mean in the AI coding section... Share this post Link to post
Doctor Destiny 40 Posted February 12, 2005 The AI cannot and will not deploy a specialised vehicle of any type. The unit never 'arrives' at the destination cell and thusly, the AI cannot deploy it. That's why the AI won't deploy Siege Choppers. Share this post Link to post
alleylee 0 Posted February 12, 2005 ahh... ok... that explains a lot... that sucks... Share this post Link to post
Doctor Destiny 40 Posted February 15, 2005 Just one of the many limits of the engine. It sucks but it cannot be remedied in any way. Share this post Link to post
alleylee 0 Posted February 16, 2005 then how do they get the mcv to open in the beginning? Share this post Link to post
Wildshield 0 Posted February 16, 2005 alleylee, does the default MCV have chronoshift or hover abilities? Share this post Link to post
Doctor Destiny 40 Posted February 16, 2005 Ground faring vehicles such as transports reach their destination cell and will deploy. To the AI, extra abilities changes the function of the vehicle and so it does not ever reach the destination cell. Share this post Link to post
alleylee 0 Posted February 16, 2005 so is the mcv deployable if i created a new one? as in any posibilities? Share this post Link to post
Doctor Destiny 40 Posted February 16, 2005 If you make a new one, it will deploy it IF it is just an MCV with no added functions. Share this post Link to post
alleylee 0 Posted February 16, 2005 yeah... just a copy and past MCV that creates another tech tree... Share this post Link to post
Doctor Destiny 40 Posted February 16, 2005 That will work just fine but if it's a fourth side, you'll have some problems. Share this post Link to post
alleylee 0 Posted February 16, 2005 like? related to the MCV or the construction of the tech tree? Share this post Link to post
Doctor Destiny 40 Posted February 16, 2005 Like the AI in general, making it home unit, not crashing with Shart Game off, etc. Lots of problems associated with a fourth MCV. Share this post Link to post
alleylee 0 Posted February 17, 2005 eh? i now think that there's lots of flaws in the EXE coding system... i don't see why it is illogical to add a new mcv... Share this post Link to post
Doctor Destiny 40 Posted March 21, 2005 It's not that there's a new MCV. You can have 25 if you wanted but they cannot act as the starting unit. Hence the BaseUnit problem occurs, which in turn makes the game detonate everything at game start with Short Game off. The game doesn't see the new MCV as a base unit. The engine is filled with limits and sloppy, half assed work. You can take a look at the unedited rules file and you'll find a ton of leftover stuff from Tiberian Sun that doesn't work anymore like Spotlight Controls, old superweapons and the Ice/Veins logic. I mean, all of the old TS weapons and warheads are still present in almost unedited form. The bigger thing though is their half assed work on superweapons, especially the Nuke. The Nuke is nothing more than a MultiMissile hack. You can see it visibly in Red Alert 2 especially... The Nuke is aptly named MultiSpecial. What really annoys is me is their CellSpread limit. They used an 11 value array for that instead of writing a simple algorithim... That's just laziness. Share this post Link to post