Comments (5)
The Chrono Miner specific logic was written and submitted twice already (in #1 last) but due to various issues, haven't got merged yet.
CLeg teleport is on a to-do list.
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Ok, didn't notice that before. Thanks for pointing out. Also good to hear you have Chrono Legionnaire on the todo list.
Waiting for this teleport stuff to be merged.
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Personally the CLeg jump is quite simple to implement IMO so I guess I could look into it next weekend. I'd be happy though if @Mailaender and @abcdefg30 would decide beforehand if they intend to use the RA2 mod dll namespace at all.
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We already have https://github.com/OpenRA/OpenRA/wiki/Traits#portablechrono which I planned to use for the Chrono Legionaire.
from ra2.
CLeg doesn't even work that way though. An OpenRAesque way would be a similar hack like the CMiner implementation in #1, to have a trait which instantly move the unit to target positions, but also divide the passed distance with a trait-defined constant and apply upgrades for the resulting duration (which would apply the stopmove-transparent-enable-overlayblinkanim-stopattack upgrades in the particular CLeg).
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Related Issues (20)
- Cannot compile: Missing msbuild HOT 5
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- Failed to make it on MacOS [FIXED]
- Performance issues because of pathfinding HOT 1
- Crash during the naval game HOT 1
- Adding game assets from Origin to OSX HOT 2
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- Hi devs, could you please update the engine of this mod? HOT 4
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- Packaging fails on Arch Linux HOT 9
- Build fails on windows HOT 8
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