Quite funny things...
I'm having a theory and wanted to prove it...
well, the theory is:
All unit types - meaning vehicles, infantry, aircraft and buildings - are the same class.
Buildings actually have Locomotor, Speed etc.
What shows this again? The laziness of WW!
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What I tested to prove that:
AnimToInfantry=BRUTE,TESLA ;yeah, the Tesla Coil
Results: the game creates an infantry with the ID TESLA.
As there is no infantry with called TESLA, we should expect an IE or something similar.
But: We got an invisible, chronoshifting unit with the Tesla Coil's weapon, strength etc!
That means that both infantry and buildings are stored in the same array after all, and share the same class.
Then, I gave the Tesla Coil Image=SHK, which means I give it the Tesla Trooper's graphic and Sequence, but leaving it in the [BuildingTypes] list.
When the "Tesla Coil" is created by the mutation anim, it shows the correct SHP frames. Giving it Speed and a Locomotor even allows it to move.
BUT: When I build a Tesla Coil as a building, it cannot move.
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Second test.
Using the knowledge gained from test 1, I tried to break the 100 unit limit by just adding a vehicle to the [BuildingTypes] list.
As you can imagine, it didn't work, unfortunately.
Then I made another test out of #2, adding MTNK (Grizzly Tank) to both VehicleTypes and BuildingTypes, which worked properly.
So I could make a unit infantry, building, aircraft and vehicle at the same time...
Those aren't really useful finds, but they're cool
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You see, I'm not doing any patching currently, because I'm just not in the mood to...
Anyway I'm finding out some interesting stuff which may help me making hacks in the future.