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 PostPosted: 18 Apr, 2007 
 
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This is a mod that allows Quantum Gates to be used as a teleporter.
It uses the original teleport system in the game (ofcourse modified a little)

How to use:

Build 2 gates, click on LOAD and then click on the other gate.
Send the units you want to teleport in the gate, after they teleport they should move to the destination gate's rallypoint.
( It's best to let the units go into the gate using the ferry toggle, because telling them to go into the gate will scatter them around if the group is big.)


To be able to send just built units into the gate without your interaction, switch the 'Production Toggle' on, and set the factory's rallypoint to the gate's rallypoint. Any units standing on the rallypoint will move into the gate.

Be sure to switch the 'Production Toggle' off on the destination gate, if you don't want the units to teleport again!

The energy cost to maintain the quantum tunnel while teleporting is 4000 energy for the main gate and 2000 energy for the destination gate, plus unit's energy cost * 0.3 to teleport a unit.

The time to teleport is unit's energy cost * 0.00025. ( So to teleport an UEF support commander it costs 12000 energy + 6000 for the gates, and 10 seconds)
You cannot teleport to gates which are sending units, but you can which are recieving.

Be Warned ! If you are teleporting to one gate from multiple gates, and 1 unit dies in the tunnel, the whole system collapses!

When the teleporter/destination/unit is killed, the gates and their areas will be damaged for 5250 damage. Also all units currently 'halfway' in the tunnel will die.

NOTE : UEF gates teleport units in a group of 3's because they have 3 attachpoints, I can't edit that, but anyways we love UEF , don't we?:D

You can download it here.

Code:
=======================
CHANGELOG
=======================
[Known Bugs]
When sending units in groups they tend to scatter around. Use the 'ferry' system to send units in.

When you send units in one-by-one quite fast they started teleporting outside the gate, while I made it so units can't teleport if they are not atleast 2 range away from the gate, but they still stop and do nothing.
This is again a weird bug I can't fix =/ So take it easy and don't rush things :P

Version 1.3b
[FIXED] Fixed the modified ferry system

Version 1.3
[FIXED] The mod is now compatible with patch 1.1.3251

Version 1.2b

[FIXED] When sending many units, they went crazy on getting to the rallypoint, even though they couldn't get there.
Now they move to the rallypoint just like built units do.
[REMOVED] There was a little chance that the gate blows up if it is teleporting and is under 75% hp. It was quite annoying so I removed it.P

Version 1.2

[FIXED] Alotof bugs.
[FIXED] More bugs.
[CHANGED] Adjusted effects.
[CHANGED] Now if the destination has 'Ferry toggle' on, it won't use it till it is no longer recieving units.
[CHANGED] Recieving gates can no longer send units, however if you send a unit in them , they will stop recieving units. ( you can just tell the unit to stop to let the gate recieve units again, another bug I can't seem to fix)
[CHANGED] After a gate's tunnel collapses it won't be able to create another tunnel for 20 seconds
[CHANGED] Gates now do 5250 damage in a range of 10 when a tunnel collapses.
[CHANGED] Other stuffs :p Don't let your gate's hp drop too low !

Version 1.1

[FIXED] The gates only cleaned it's tables of teleporters/ units when it was shut down, so when multiple gates were connected to one gate, and you 'disconnected' several , but one was still sending units to the destination, and it was destroyed, all of them were taken as connected gates.

Version 1.0c

[CHANGED] Now gates won't shut down when they have teleport commands queued up.

Version 1.0b

[CHANGED] Adjusted teleport in effects.
[FIXED] A typo which caused units not to teleport to gates.
[CHANGED] Now if the unit the unit/gate gets damaged for more than 2000 damage while teleporting, the unit will get killed, causing a chain reaction with other connected gates.

Version 1.0

[CHANGED] Adjusted effects.
[CHANGED] Gate's effects are now controlled seperately and should only switch off when there are no units teleporting.
[CHANGED] Progress bar is now by units, because I didn't want the uef gate to be so different.
[FIXED] Few minor bugs.
[NOTE] I hope I haven't overlooked any typos in the code, I've tested it for an hour I think I've tried every possible solutions that could happen, and there were no errors, however it only deletes the teleporter's unit table when it closes the tunnel, but I don't see any need to do otherwise as it always closes before another unit can make it stay open.

Version 0.9

[FIXED] Units now move out from the destination one-by-one when teleported in a group
[CHANGED] Adjusted the effects.
[REMOVED] 'Teleport' toggle.
[ADDED] 'Ferry' toggle.
[CHANGED] Units will be destroyed if they are teleporting and the teleporter/destination is destroyed.

Version 0.8

[CHANGED] Now using a whole different system ( the original one in the game)

=======================
CHANGELOG
=======================


Last edited by Neruz on 27 Aug, 2007, edited 43 times in total.

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 PostPosted: 19 Apr, 2007 
 
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tried it. seems to work fine. used it with uef, thats the faction i was playing. didn't try the other factions

one suggestion, would it be possible to have the teleported units use the receiving gates waypoint? what i mean is to have it automatically leave the second gate. maybe i just didn't wait long enough, but i've been having to move the teleported units out of the receiving gate manually.

other than that, thanks. its a nice addition

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 PostPosted: 19 Apr, 2007 
 
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Oh ,yes I forgot to mention the unit has a 15 second 'cooldown' before it can teleport again, you don't have to move or anything to recieve the next waypoint.
I felt like it's needed, 5 seconds to move out from the gate sometimes isn't enough. I might make it so you have to switch to hold fire to be able to teleport, that way there's no need for the 5 sec and 15 sec waiter.
I'm not sure, but I think I could mod in a button to change how teleport works , say, you want to teleport a stream of units, you switch the mode then as soon as they go through the gate they get teleported to the other gate. I think I'll add energy cost to the teleporting, and high maintenance consumption if you switch to the stream mode.


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 PostPosted: 19 Apr, 2007 
 
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works like a butterfly sir
:)

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 PostPosted: 19 Apr, 2007 
 

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Worked fine as cybran, but how can i change the teleport time?


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 PostPosted: 19 Apr, 2007 
 
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In defaultunits.lua, look for :
Code:
CreateEconomyEvent(self, 0, 0, 7, v.UpdateTeleportProgress)

and change 7 to whatever number you like.
I'm working on the effects of the new version, it will have an on/off button and another button to allow stream of units to go through :p


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 PostPosted: 19 Apr, 2007 
 
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New version up, I think it's totally bugfree, not like the previous one >.<


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 PostPosted: 19 Apr, 2007 
 
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Units flying? How is the actual teleport implemented?

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 PostPosted: 19 Apr, 2007 
 
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By units flying I meant you could see them warping between the gates sometimes. But I finally had the time and made it so it hides the unit when warping then shows it, and only shows some of the bones if the required enhancement for the bone is present.
I use Warp() to teleport the unit when all the requirements are met.
[unit is not moving, not being built, destination is set, destination is not building etc]
The code is a little messy atm, there are few things which are not needed, I'll try to clean it up;p


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 PostPosted: 20 Apr, 2007 
 
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I think that for the output of 4 T3 power generators you should be able to transport units anywhere on the map.


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 PostPosted: 20 Apr, 2007 
 

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did you made a new unit (with the quantum gate model) or did you add this teleport ability to the existing quantum gate unit. So that you build SCUs and teleport with the same building?
I would prefer last version because it already is a teleporter (it teleports a SCU from other planet).

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 PostPosted: 20 Apr, 2007 
 
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Quote:
did you made a new unit (with the quantum gate model) or did you add this teleport ability to the existing quantum gate unit. So that you build SCUs and teleport with the same building?
I would prefer last version because it already is a teleporter (it teleports a SCU from other planet).


I've just added the teleporter to the existing quantum gates.

Quote:
I think that for the output of 4 T3 power generators you should be able to transport units anywhere on the map.


To teleport between the 2 spawn points on finn's revenge it costs 2k energy per tick and around 20 seconds, stream costs 8k each gate + around 40k energy to teleport a unit.


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 PostPosted: 20 Apr, 2007 
 
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With the mod on, I made 2 Aeon Quantum Gates and set their waypoints to each other. I then put an Aeon Commander on one gate and just as it was about to finish teleporting I pressed ctrl-k (with the commander selected). It teleported but when it came out the other gate I could not select it, though its avatar was still on the side and when I rolled my mouse over it the info and blue edges came up. I ctrl-ked the gate and still couldn't select it. I could not reclaim it with an engineer, commander or sub-commander. I then ctrl-ked a commander next to it and ctrl-ked 2 Aeon T3 mass fabricators next to it as well. The avatar disappeared but the commander just stood there. I couldn't roll my mouse over and see the blue edges and info anymore.

Other than that it works great.


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 PostPosted: 20 Apr, 2007 
 
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Are you sure you were with Aeon?
When the commander/subcommander teleports I have to check if they have any enhancements to show or hide the bones, but first I check the player's faction. If you happen to be UEF, and teleport an aeon commander it will try to hide invalid bones. I think I'll change that in the next version =x

Edit : Recreated it, it's because I'm changing states of the unit/gate when teleporting and it gives an error when killed while in those states. Will be fixed in the next version.


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 PostPosted: 20 Apr, 2007 
 
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Had so much fun the yesterday with this.

Step 1 Build like 10 Gates.

Step 2 Link em all up in a circle.

Step 3 Send the Cybran Salem in.

Or

Step 1 Build 1 Base gate

Step 2 Stealth a distant gate/staging ground.

Step 3 Send ur army trough

Step 4 Come out of no where and crush ya enemy!

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 PostPosted: 20 Apr, 2007 
 
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Neruz wrote:
By units flying I meant you could see them warping between the gates sometimes. But I finally had the time and made it so it hides the unit when warping then shows it, and only shows some of the bones if the required enhancement for the bone is present.
I use Warp() to teleport the unit when all the requirements are met.

Weird. I didn't think that Warp() moved the unit through the intervening space.

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 PostPosted: 20 Apr, 2007 
 
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New version out, rewrote the whole stuff, it was so messed up sometimes I didn't know why I wrote few lines ;p
I've just noticed you could teleport to enemy gates too, it's so fun :twisted:
If I find out how to move units I can make them move out from the gate to the gate's rallypoint after teleporting, it should make the stream much more useful. Now you have to move them out manually =/

Code:
=======================
CHANGELOG
=======================
[Known Bugs] Sometimes gates won't connect via stream properly, but it shouldn't happen too often ( maybe when you got 6 gates, rallypoints messed up, one gate on, one off , it's not likely to happen but I'll fix it for the next version.)

Version 0.5

[CHANGED] Gates connected via stream are now 2-way.
[CHANGED] The stream can only be terminated if both gate's stream toggle is off. ( switching off the gate will still terminate the stream )
[FIXED] Moving the rallypoint won't change the destination while in stream mode.
[FIXED] The gates/ units couldn't die when they were teleporting.


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 PostPosted: 20 Apr, 2007 
 
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i really don;t understand what you mean by "stream" all i know is that making two gates and setting one rally point to the other teleports units. also sometimes i teleport a unit and it will get stcu and become unselectible. so far its happened to the Loyalist and other t3 units.


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 PostPosted: 21 Apr, 2007 
 
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New version up, it should fix most of the bugs except for the unit freezing when the gate/destination gate is destroyed while teleporting.
I have lowered the energy cost for the streams, I hope I didn't lower it too much.


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 PostPosted: 21 Apr, 2007 
 
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Neruz for some reason I dont see the two new buttons you mention even with version 7. Can you also create a small video demonstrating how this mod should be used will be usefull for alot of people. Another thing is I dont see install instructions which will be usefull for those who dont know how to install mods

thank you


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 PostPosted: 21 Apr, 2007 
 
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sinhosie wrote:
Neruz for some reason I dont see the two new buttons you mention even with version 7. Can you also create a small video demonstrating how this mod should be used will be usefull for alot of people. Another thing is I dont see install instructions which will be usefull for those who dont know how to install mods

thank you


Oh thanks, I'll put in some instructions ASAP.
You should see the buttons like this when you click the quantum gate.
(Bottom Left is the teleporter switch , right is the stream switch)
Image
I could make a replay on howto use I guess;o


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 PostPosted: 21 Apr, 2007 
 

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very, very nice feature. you sir are own.

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 PostPosted: 21 Apr, 2007 
 
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Yea, the buttons dont show for me either :(

Generally great mod though. Very useful.

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 PostPosted: 21 Apr, 2007 
 
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Neruz... One thing I notice is ur mod is having problem when other mods are active. The quantom gates will still transfer units but the Icons wont appear if other mods are on. I will look into it a bit more see what I can find...


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 PostPosted: 21 Apr, 2007 
 

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Just to say this upfront. I REALLY like this mod. As was stated earlier it doesnt work at all with any mods active(even the ones that came built in with the game).
-one thing i think would make it better would be to make the teleporter a completely different structure. I assume you wouldnt have to worry about if the other gate was building or not and also you wouldnt have to worry about needing to turn it on.
-Also if you made it a new structure you could make it much bigger so experimental land units could use it. Naturally the cost for an experimental to use it would have to be huge to offset the advantage this would give.
Just some thoughts.


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