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chrono tank
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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sat Aug 01, 2009 5:54 am    Post subject:  chrono tank Reply with quote  Mark this post and the followings unread

i wanted to know if there is a way to set up a chrono tank in RA2 like the one from RA1 like the moves normally but teles when you deploy

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Aug 01, 2009 6:04 am    Post subject: Reply with quote  Mark this post and the followings unread

Deploy to chrono is not supported, would be nice though.

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hotrods20
Commander


Joined: 27 Jul 2009

PostPosted: Sat Aug 01, 2009 6:10 am    Post subject: Reply with quote  Mark this post and the followings unread

what if i had thr unit deploy into some kind of 1 second chrono weapon that skipped the select place A and just selected its self and went dirrectly to select place B

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Tony
Commander


Joined: 02 Apr 2005
Location: United States

PostPosted: Sat Aug 01, 2009 6:18 am    Post subject: Reply with quote  Mark this post and the followings unread

impossible.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sat Aug 01, 2009 11:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

well, you could do like this

Tank1 deploy to Building1 which undeploy to Tank2, which deploy to Building2, which undeploy to Tank1

Tank1 move normal
Tank2 Teleport

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m7
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Joined: 17 Apr 2009

PostPosted: Sun Aug 02, 2009 5:51 am    Post subject: Reply with quote  Mark this post and the followings unread

Except for the health being recovered each time, and BuiltLimits would not be a viable option.

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inzane krazy
General


Joined: 07 Nov 2006
Location: Sketchpad

PostPosted: Sun Aug 02, 2009 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

Based on Arvin's reply, you could do this:

Tank1: Normal vehicle movement/ Deploys into tank 2

Tank2: Teleports using the logic of the Chrono legionnaire, unless ofcourse, its not possible to implant the logic of infantry into vehicles :/

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Sun Aug 02, 2009 11:14 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Except for the health being recovered each time, and BuiltLimits would not be a viable option.

health will not be recovered, but buildlimit will not work. But why add a buildlimit to a weak chrono tank?

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Xovvo
AA Infantry


Joined: 26 Mar 2009

PostPosted: Mon Aug 03, 2009 3:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Inzane Krazy, what do you mean?
The chrono locomotor works on units just like it does on the legionnaire.

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m7
Commander


Joined: 17 Apr 2009

PostPosted: Mon Aug 03, 2009 4:13 am    Post subject: Reply with quote  Mark this post and the followings unread

Health WILL recover when you deploy the building. And when you get the NEW unit, it will have FULL health.

Thus, health recovered.

You would attempt to add a buildlimit to try to compensate for this gigantic healing ability.

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need my speed
Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Mon Aug 03, 2009 7:06 am    Post subject: Reply with quote  Mark this post and the followings unread

Well, your only option would do -1 (yes, -1) then. Once built, it can never be built again in that match. Any normal number won't work.

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ArvinCool
Tiberian Beast


Joined: 01 Jun 2008

PostPosted: Mon Aug 03, 2009 11:18 am    Post subject: Reply with quote  Mark this post and the followings unread

m7 wrote:
Health WILL recover when you deploy the building. And when you get the NEW unit, it will have FULL health.

Thus, health recovered.

again, its a load of crap. When you damage MCV, and deploy it to construction yard, the CY will still be damaged like the MCV.

seven800(china guy) have released a new mod with the logic I mentioned above. The health do not recover

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Mon Aug 03, 2009 1:18 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yeah, but that's different.

That is:
MCV - CY - MCV - CY, etcetera.

However, we're talking about:
Unit 1 - Invisible building which spawns unit 2

Being another unit, it will have full health. Of course, you could do it like the MCV - CY, but that's just stupid. Your tank disappears, an invisible building appears, and you have to deploy that building. While no one knows it's there. You could make it visible, but how are you going to explain that?

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Regulus
Commander


Joined: 16 Feb 2008
Location: The Lone Star State

PostPosted: Mon Aug 03, 2009 5:07 pm    Post subject: Reply with quote  Mark this post and the followings unread

Transforming its gear to support shifting perhaps?

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Cyborg Artillery


Joined: 13 Jan 2007
Location: Netherlands! Banned: 3 times

PostPosted: Mon Aug 03, 2009 5:26 pm    Post subject: Reply with quote  Mark this post and the followings unread

Eh, ok?

What do you mean / where are you talking about? #Tongue

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