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Units


To install these units, drop the ufo/hpi files inside your total annihilation directory. Some units require additional files, please, for the love of god, read the readme files inside the download or the descriptions on this page.

If you wish to install more than 1 unit/mod/tc to your Total Annihilation directory, please run Conflict Crusher after each download. It can be downloaded from our downloads section.



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STARGATE - Stargate unit for Total Annihilation and Spring

Important: make sure you have UnitLimit=500 inside your totala.ini - If unitlimit is lower, game will crash - If unitlimit is higher, gates won't work for some players

Each gate must select an exit gate to be connected to. That must be done manually, with the attack button: - The out of range cursor should not be paid attention at. Click anyway, it'll work: - If a gate is near the point clicked, then it connects to that gate. - Otherwise, it can connect to the gate with the angle closest to the direction clicked.

Then the gate grabs nearby units. After a couple seconds they reappear at the exit gate.

If for whatever reason the teleportation fails, then the unit reappears at the entry gate. If there is something that blocks a gate, then units are held in the "stargate buffer" until the gate is cleared. There are two "stargate buffers" per gate, one for sent unit, one for received unit. Each buffer can hold only one unit. Also, having something stuck in the "sent" buffer will jam not only the sending of the entry gate but the exiting of the exit gate as well, as the exit script of the exit gate will be waiting for the unit to be transmitted. Well, in short, make sure all your gates stay clear if you want them to work.

Enemy units cannot teleport from your gate, but can teleport to your gate. If you don't want enemy units to pop out of your own gate, remember to close the iris with the on/off button.

This unit also works in Spring (64b1). However, there's a few changes in Spring:
- The attack cursor is rather picky. You have to click within the red radius, on a clear post, and may have to retry a few times before the dialing starts.
- In Spring scripts can't use units ID to determine ownerships, so all players units can use all players gates.
- Spring doesn't handle yardmaps, so the gate is impassable, so the script pushes the unit back and forth.
- While in TA the kawoosh is always oriented south, in Spring it is oriented toward the grabbed unit or the gate linked to.

See the .bos for more details. I added many #define to easily change the behavior of the gate, the unitlimit, the animation speed, etc... For instance you can toggle autoconnecting, trails of explosions, etc... by simply choosing TRUE or FALSE in the first lines of the scripts.

-Credits: Zodius: model; TheRegisteredOne: texture; zwzsg: script
<LAST UPDATED 05-10-06 19:06:28 EST; Version 3.0>


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MDB (Mobile Deployable Bridge) - Is mounted on a hovercraft chassis
# Allows land units (vehicles and Kbots) to cross water, or other obstructions (Dragon's Teeth, etc)
# Naval units can pass through
# Deployable by On/Off switch
# Built from Arm and Core hovercraft plants
# Units can fire weapons while crossing span
# Requires Core Contingency and the 500-unit patch to operate
-Credits: Lord Master zwzsg; Amendments by TRO


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BULLDOZER - One for the Arm, and one for the Core, these two bulldozers are great for clearing up all those annoying trees and wreckages. They don't deal any damage to live units, but can clear out graveyards and forests with ease. They are built in the advanced vehicle plant, and are actived by force attacking the ground. Once activated, they'll stay activated for 5 hours. Note that to render them more effective, they have been tweaked to happily run into obstacle, which may cause some pathfinding problem when the obstacle isn't clearable. Also, some third party units may be frozen for a full minute upon touching them. weapon ID used: 42. File Size: 198KB
-Credits: Weapon: MacCraig, zwzsg, TheRegisteredOne, and StonedWolf; Model: zwzsg; Texturing: Tro and Maestro, Builpics: zwzsg and TheRegisteredOne.


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GOLEM - The mini carriers, originally by TADD, have been inproved by WillyTheSquid. The models have been cleaned up and made to look more like the OTA carriers. The texturing has been updated as well. Furthermore, the UH 'fake missile' script has been added, and the radars stop spinning when turned off. Last but not least, the balancing has been improved somewhat. The Core version is included in the download
-Credits: Unit: TADD, modified by WillyTheSquid, Build Picture: TRO


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PULZAAR - The Arm Pulzaar is the arm counter for the core Lihp. This level 1 speedy tank possesses a rapid firing laser, making it perfect for early game rushing and raiding. File Size: 19KB
-Credits: Unit idea: Lord Lihp, Modeling: Lord Lihp (and TRO in most recent update), Texturing: Lord Lihp (and TRO in most recent update), Scripting: Lord Lihp, Build Picture: Design-X(and TRO in most recent update), Unit Name: Lord Lihp
<UPDATED 9th September 2004 -VERSION 2.0>

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HAMMERHEAD - The Arm Hammerhead is a Level 2 heavy escort ship that possesses the "blue laser of death" from the Annihilator and Penetrator. It is also equipped with a missile launcher for close combats. Whilst this unit possesses immense firepower, it is costly and slow, so make sure you back it up with anti-air and quick ships. File Size: 27KB
-Credits: ENTIRE UNIT BY Lord Lihp, Build Picture: TRO and Lord Lihp, Texturing: TRO
<UPDATED 23rd OCTOBER 2004 - VERSION 2.0>

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BOB - The Arm Bob is a powerful level 2 battle submarine, perfect for giving you that extra firepower you need in a Submarine battle. File Size: 41KB
-Credits: ENTIRE UNIT BY TRO
<UPDATED 22nd November 2005 -VERSION 23.0>

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NEPTUNE - The Arm Neptune is a powerful anti-submarine ship, which is very useful when escorting vunerable ships. File Size: 30KB
-Credits:ENTIRE UNIT BY TRO

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ORNITH - The Arm Ornith is a level 2 Stealth Air Transport. It possesses a turret to defend itself, and also has the ability to lift naval units and allow units to fire whilst in transport, as well as being invisible to radar. File in .UFO format. Size: 52KB
-Credits: Unit idea: Lord Lihp, Modeling: Lord Lihp, Texturing: TRO, Scripting: TRO, Build Picture: TRO and Lord Lihp, Unit Name: Vin0914
Last updated 2005-2-24

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RESOLUTION (formerly the Naga) - The Arm Resolution is our solution for an Arm Krogoth counter. This heavily armoured mech packs serious firepower with two rapid fire plasma arms, "the Blue Laser of Death" and starburst missiles.
-Credits: Modeling: Lord Pheonix Texturing: TRO, Scripting: TRO and Lord Lihp, Build Picture: Lord Lihp and TRO, Unit Name: TRO, Most recent updates by TRO.
<VERSION 2.0 CURRENTLY BUILT AT THE TAAN XBOT SHELTER MAKE SURE YOU GET IT - UPDATED 27th September 2004 >

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POODLE (formerly Shas'la) - The Arm Poodle is a medium-heavy assault Tank. It has quite a rapid fire rate, although does not yeild as much damage as the Bulldog. This unit is designed to be the alternative for a unit in-between the Stumpy and the bulldog, now created at the Level 2 Vehicle plant.
- Credits: Model: NATO , Texturing: TRO , Scripting: Lord Lihp , Build Picture: TRO , Unit Name: TRO (former name: Nato)
<VERSION 2.0>

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CHIHUAHUA - The Arm Chihuahua is a very heavy assault tank. Its fire power exceeds that of the Bulldog, although it is slower and has a rather slow reload rate. In numbers, this unit could be devistating at taking down buildings. Built at the Advanced Vehicle Plant
- Credits: Model: NATO, Texturing: TRO, Scripting: Lord Lihp, Build Picture: TRO, Unit Name: TRO

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FART (Fast Assistant Repair Tank) - The FART is capable of assisting building and repairing at fast speed, to help you construct faster.
- Credits: Model: NATO, Texturing: TRO, Scripting: TRO, Build Picture: TRO, Unit Name: TRO


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HAVEN - The mini carriers, originally by TADD, have been inproved by WillyTheSquid. The models have been cleaned up and made to look more like the OTA carriers. The texturing has been updated as well. Furthermore, the UH 'fake missile' script has been added, and the radars stop spinning when turned off. Last but not least, the balancing has been improved somewhat. The Arm version is included in the download
-Credits: Unit: TADD, modified by WillyTheSquid, Build Picture: TRO

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LIHP - The Core Lihp is a level 1 rapid fire laser tank, perfect for early game rushing and raiding. The unit works best in groups, mainly due to its physical weakness. To compensate the Lihp has quite a long range rapid firing laser. File Size: 32KB
---Credits: Unit Idea: Lord Lihp, Modeling:Lord Lihp (and TRO in most recent update), Texturing: Lord Lihp (and TRO in most recent update), Scripting: Lord Lihp, Build Picture: Lord Lihp (and TRO in most recent update), Unit Name: Lord Lihp
<UPDATED 9th September 2004 -VERSION 3.0>

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JIMMY - The Core Jimmy is a level 1 Amphibious tank, which can be very useful on maps with lots of water in the early game. They can also serve as backup for the OTA amphibious tanks. File Size: 18KB
-Credits: ENTIRE UNIT BY TRO
<UPDATED 8th September 2004 -VERSION 2.0>

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ZEPPELIN- The Core Zeppelin is a level 2 Stealth Air Transport. It possesses a turret to defend itself, and also has the ability to lift naval units and allow units to fire whilst in transport, as well as being invisible to radar. File in .UFO format. Size: 52KB
-Credits: Unit idea: Lord Lihp, Modeling: Lord Lihp, Texturing: TRO, Scripting: TRO, Build Picture: TRO, Unit Name: Vin0914

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ZEPPELIN V2- The Core Zeppelin Variant 2 is a level 2 Air Transport. It is capable of transporting more than 1 unit at once. When it is on the ground, it will automatically load any number of units in the area. It can also automatically unload units while it is in mid fight via the attack button. File in .UFO format. Size: 52KB
-Credits: Unit idea: Lord Lihp, Modeling: Lord Lihp, Texturing: TRO, Scripting: TRO and zwzsg (z did all the work), Build Picture: TRO, Unit Name: Vin0914

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