Parasite: Difference between revisions
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Warheads that also have {{f|MindControl|yes|link}} set will indeed mind-control the target instead of dealing damage, thus giving the appearance of a hijacker. The target will not take damage from the weapon, nor will it rock or produce sparks. Further more, the parasite can never be evicted (not even by Sonic weapons, Repair Depots or Repair IFVs). As a result of this, the parasite will not be recoverable - the parasite will always be destroyed along with the target. | Warheads that also have {{f|MindControl|yes|link}} set will indeed mind-control the target instead of dealing damage, thus giving the appearance of a hijacker. The target will not take damage from the weapon, nor will it rock or produce sparks. Further more, the parasite can never be evicted (not even by Sonic weapons, Repair Depots or Repair IFVs). As a result of this, the parasite will not be recoverable - the parasite will always be destroyed along with the target. | ||
As the target is mind-controlled it cannot be re-mind-controlled by another unit (parasite or otherwise), except for permanent mind-control using the Psychic Dominator. | As the target is mind-controlled it cannot be re-mind-controlled by another unit (parasite or otherwise), except for permanent mind-control using the Psychic Dominator. | ||
Note that <b><u><font style="color:blue">Parasite=yes</font></u></b> warheads will cause an Internal Error when detonated if any of the following conditions are true: | |||
*Firing weapon is a [[ShrapnelWeapon]]+[[DeathWeapon]]+[[Airburst]]. | |||
*Firing weapon is an urban combat weapon (fired from an occupied building). | |||
*Firing weapon is a secondary weapon. ;(The problem was resolved by adding <b><u><font style="color:blue">Parasite=yes</font></u></b> to the warhead of<b><u>[[Primary]]</u></b> and <b><u>[[ElitePrimary]]</u></b>) | |||
{{Bugs}} | {{Bugs}} | ||
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*There is a graphical glitch with mind-controller parasites, in that the mind-control link is drawn between the target and the position the parasite was at just before it entered the unit. This can be overcome in {{Ares}} by using {{f|MindControl.Permanent|yes}}. | *There is a graphical glitch with mind-controller parasites, in that the mind-control link is drawn between the target and the position the parasite was at just before it entered the unit. This can be overcome in {{Ares}} by using {{f|MindControl.Permanent|yes}}. | ||
*Limbo'd MC-parasites never return from limbo but stay loaded in the game's memory until the game ends. This does not affect the defeat conditions for the game, but memory will be leaked. | *Limbo'd MC-parasites never return from limbo but stay loaded in the game's memory until the game ends. This does not affect the defeat conditions for the game, but memory will be leaked. | ||
*Hardcoded to kill[[InfantryTypes]] instantly. Even though the infantry had a lot of [[Strength]] '''(Strength=100000,Strength=1000000,Strength=999999999)''' | |||
*'''[ADOG]''' | |||
'''Primary=GoodTeeth''' | |||
'''Secondary=SquidGrab''' | |||
'''Attack Dog''' will attack [[InfantryTypes]] with '''GoodTeeth''' and will attack [[VehicleTypes]] with '''SquidGrab'''. | |||
[[Paralyzes]] and [[Culling]] are exempt from '''ParasitePlus''' warheads and [[VehicleTypes]] will not take any damage '''(all sides)'''. | |||
If you want the unit to be paralyzed and affected as before, You need to add [[Paralyzes]] and [[Culling]] to the '''[ParasiteDog]''' section. | |||
*'''This is the result of my test'''. | |||
'''[ParasiteDog];Woof woof''' | |||
'''{{f|Verses|100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%|Link}}''' | |||
'''{{f|Parasite|yes|Link}}''' | |||
'''{{f|InfDeath|1|Link}}''' | |||
'''{{f|Rocker|yes|Link}}''' | |||
'''{{f|Psychedelic|yes|Link}}''' ;Units with '''{{f|ImmuneToPsionics|yes|Link}}''' are not affected by this effect. But will be in another status instead. such as paralysis. | |||
'''{{f|Radiation|yes|Link}}''' ;If attacking a unit that has '''{{f|ImmuneToRadiation|yes|Link}}''' The parasite will disappear. | |||
'''{{f|Poison|yes|Link}}''' ;If attacking a unit that has '''{{f|ImmuneToPoison|yes|Link}}''' The parasite will disappear. | |||
'''{{f|PsychicDamage|yes|Link}}''' ;If attacking a unit that has '''{{f|ImmuneToPsionicWeapons|yes|Link}}'''The parasite will disappear. | |||
'''{{f|AffectsAllies|yes|Link}}''';If you attack [[InfantryTypes]] '''(your side)''' the parasite will disappear. | |||
Here is an example https:// www.youtube.com/watch?v=tVZLQPuZCXY | |||
*Parasitic units with the tag '''<u><font style="color:blue">{{f|Naval|yes|Link}}</font></u>''' But not in the water Will not be able to attack anything on land. | |||
*If those parasite-type units can enter water But '''<u><font style="color:blue">{{f|Naval|no|Link}}</font></u>''' Will die immediately after eliminating the target. | |||
*Animation of parasites in the water will be hardcoded as '''<u><font style="color:red">Squid Attack (SQDG)</font></u>''' | |||
If the Parasite Weapon has <b><u>{{f|DiskLaser|yes|Link}}</u></b> and <b><u>{{f|Range|-2|Link}}</u></b> | |||
Parasite weapons cannot deal any damage. And the unit using this weapon will take a passive attack stance. | |||
*If <b>[[VehicleTypes]]</b> ship type that can attack on land, such as <b>Destroyer(DEST)</b> use parasitic weapons. It will not be able to actually attack units on land (unless it has <b>[[Secondary]]</b> or <b>[[EliteSecondary]]</b>) | |||
if we command <b>Destroyer(DEST)</b> to attack<b> [[VehicleTypes]]</b> Amphibious When it is in the water. | |||
after that command the amphibious <b>[[VehicleTypes]]</b> to land(Leave the water area). When it is destroyed by an attack by <b>Destroyer(DEST)</b> | |||
<b>Destroyer(DEST)</b> will not be destroyed. Can live on land But can't move anywhere. | |||
If you want to give <b>Destroyer(DEST)</b> can go into the water again. Change the target and attack units in the water instead. | |||
[[File:Ship Parasite.gif]] | |||
==See also== | ==See also== |
Latest revision as of 08:51, 21 July 2024
Flag: | Parasite |
File(s): | rules(md).ini |
Values: | Boolean values: yes or no, true or false, 1 or 0 |
Default: | no |
Applicable to: | Warheads |
Specifies whether or not the firer themselves will physically enter the target on warhead impact, to cause its effects from within. This effect is used on the Terror Drone in conjunction with LimboLaunch=yes ("become the bullet") to give the appearance of the Drone jumping inside a vehicle and dismantling it from the inside.
Parasites are, of course, protected whilst they are inside a target as they cannot be hit by conventional weapons (their 'host' is hit instead). However, Sonic=yes weapons will evict a parasite from its target. Repair Depots and Repair IFVs will instantly eliminate any parasite contained within the vehicle being repaired.
Setting Parasite=yes will make the infested target rock and produce sparks, even if Rocker=no is set (however if you set Rocker=yes then the weapon damage will be dealt with each rock of the target rather than over time).
If the parasite destroys the target then it will emerge, unscathed, however if the target is destroyed by another weapon whilst the parasite is inside then the parasite will be destroyed as well (so it may be in the interest of the target's owner to destroy the target themselves if they cannot get it repaired in time, to avoid the parasite infesting further units).
Units with Parasiteable=no set cannot be targetted by warheads with Parasite=yes set.
Friendly units cannot be attacked by parasites (even using force-fire) unless the warhead also has AffectsAllies=yes set.
Warheads that also have MindControl=yes set will indeed mind-control the target instead of dealing damage, thus giving the appearance of a hijacker. The target will not take damage from the weapon, nor will it rock or produce sparks. Further more, the parasite can never be evicted (not even by Sonic weapons, Repair Depots or Repair IFVs). As a result of this, the parasite will not be recoverable - the parasite will always be destroyed along with the target. As the target is mind-controlled it cannot be re-mind-controlled by another unit (parasite or otherwise), except for permanent mind-control using the Psychic Dominator.
Note that Parasite=yes warheads will cause an Internal Error when detonated if any of the following conditions are true:
- Firing weapon is a ShrapnelWeapon+DeathWeapon+Airburst.
- Firing weapon is an urban combat weapon (fired from an occupied building).
- Firing weapon is a secondary weapon. ;(The problem was resolved by adding Parasite=yes to the warhead ofPrimary and ElitePrimary)
Bugs/Side-Effects/Unexpected Limitations
- If a friendly unit is mind-controlled (e.g. Yuri Clone) and then you infest it with a parasite (e.g. Terror Drone), but then kill the enemy that is mind-controlling your unit, your unit will revert back to your ownership but the parasite will remain inside and continue to damage it.
- If a parasite destroys an airborne unit then the parasite will appear, unscathed, on the ground beneath the destroyed airborne unit.
- There is a graphical glitch with mind-controller parasites, in that the mind-control link is drawn between the target and the position the parasite was at just before it entered the unit. This can be overcome in Ares by using MindControl.Permanent=yes.
- Limbo'd MC-parasites never return from limbo but stay loaded in the game's memory until the game ends. This does not affect the defeat conditions for the game, but memory will be leaked.
- Hardcoded to killInfantryTypes instantly. Even though the infantry had a lot of Strength (Strength=100000,Strength=1000000,Strength=999999999)
- [ADOG]
Primary=GoodTeeth
Secondary=SquidGrab
Attack Dog will attack InfantryTypes with GoodTeeth and will attack VehicleTypes with SquidGrab. Paralyzes and Culling are exempt from ParasitePlus warheads and VehicleTypes will not take any damage (all sides).
If you want the unit to be paralyzed and affected as before, You need to add Paralyzes and Culling to the [ParasiteDog] section.
- This is the result of my test.
[ParasiteDog];Woof woof
Verses=100%,100%,100%,0%,0%,0%,0%,0%,0%,0%,0%
Psychedelic=yes ;Units with ImmuneToPsionics=yes are not affected by this effect. But will be in another status instead. such as paralysis.
Radiation=yes ;If attacking a unit that has ImmuneToRadiation=yes The parasite will disappear.
Poison=yes ;If attacking a unit that has ImmuneToPoison=yes The parasite will disappear.
PsychicDamage=yes ;If attacking a unit that has ImmuneToPsionicWeapons=yesThe parasite will disappear.
AffectsAllies=yes;If you attack InfantryTypes (your side) the parasite will disappear.
Here is an example https:// www.youtube.com/watch?v=tVZLQPuZCXY
- Parasitic units with the tag Naval=yes But not in the water Will not be able to attack anything on land.
- If those parasite-type units can enter water But Naval=no Will die immediately after eliminating the target.
- Animation of parasites in the water will be hardcoded as Squid Attack (SQDG)
If the Parasite Weapon has DiskLaser=yes and Range=-2 Parasite weapons cannot deal any damage. And the unit using this weapon will take a passive attack stance.
- If VehicleTypes ship type that can attack on land, such as Destroyer(DEST) use parasitic weapons. It will not be able to actually attack units on land (unless it has Secondary or EliteSecondary)
if we command Destroyer(DEST) to attack VehicleTypes Amphibious When it is in the water.
after that command the amphibious VehicleTypes to land(Leave the water area). When it is destroyed by an attack by Destroyer(DEST)
Destroyer(DEST) will not be destroyed. Can live on land But can't move anywhere. If you want to give Destroyer(DEST) can go into the water again. Change the target and attack units in the water instead.