MindControl.Permanent
| Flag: | MindControl.Permanent |
| File(s): | rules(md).ini |
| Values: | Boolean values: yes or no, true or false, 1 or 0 |
| Extension Version: | All versions. |
| Applicable to: | Warheads |
| |
If the warhead has MindControl.Permanent=yes set as well as MindControl=yes set then the mind-control will be permanent.
Permanent mind-control is handled in the same way as the Psychic Dominator effect – previously-mind-controlled units (even permanently) are re-mind-controlled, and the mind-controller does not have a limit on the number of units that it can permanently mind-control.
Unlike the Psychic Dominator, buildings are susceptible to permanent mind-control if the warhead can target them.
Notes
Although the Ares official documentation states as mentioned in the first line above, this does not actually require combined use with [Warheads]→MindControl=yes.
Furthermore, since permanent mind-control does not require establishing connections between units, this removes the constraints on MindControl:
Specifically, MindControl.Permanent can be used with Sub-weapon[1]. This means you can simulate CellSpread effects through Splits or ShrapnelWeapon.
- Since the Ares-restored Splits also supports [Projectile]→AA=yes, you can even use it to simulate a new Psychic Dominator capable of affecting aerial entities.
- Moreover, as this is a standard weapon type, you can also utilize the target selection and filtering system composed of Verses and Armor to precisely control specific type names, rather than being limited to using [SuperWeaponTypes]→SW.AffectsTarget=(enumeration none|land|water|empty|infantry|units|buildings) restrictions.
Bugs/Side-Effects/Unexpected Limitations
This, upon hit, only checks the ImmuneToPsionics=yes setting in vanilla to determine whether it takes effect, and does not check Verse(u)s. In other words, the new immunities implemented by Ares based on custom armor cannot restrict such warheads from taking effect. Therefore, the aforementioned simulation of CellSpread effects has a fundamental limitation.
- In Phobos, you can use flags like Splits.UseWeaponTargeting to restrict the target of Sub-weapons, thus circumventing this issue to some extent.
Footnotes
- ↑ such as ShrapnelWeapon, AirburstWeapon, etc.