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{{Flag
{{Flag
|name=MindControl
|name={{PAGENAME}}
|files={{Categ|Rules(md).ini}}
|files={{Categ|ini=rules}}
|values=boolean (yes/no or true/false)
|values={{values|Booleans}}
|default=no
|default=no
|types={{Categ|Warhead|Warheads}}
|types={{Categ|Warhead|Warheads}}
|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|rp=yes
}}
}}
If set, this warhead will mind-control the target instead of inflicting damage. The effect is instant, and ignores whether the weapon actually hit the target or not. Objects that have {{f|ImmuneToPsionics|yes|link}} are completely immune, and cannot be targeted.


If set, this warhead will mind-control the target units instead of inflicting <tt>[[Damage]]=</tt> on them. As a consequence, objects that are <tt>[[ImmuneToPsionics]]=yes</tt> cannot be targeted or damaged by this warhead.
Normally, the owner can only target and control one object at a time, and will lose control over the first target if it fires on a second one. In YR this logic was extended to allow multiple units to be mind-controlled at once for the Mastermind, see below.


In RA2, the <tt>Damage=</tt> on the weapon carrying this warhead is ignored, and the unit that fires it can only control one unit at a time, as it attacks the second one, it will lose control over the first one.  
==In {{ra2}}==
[[InfantryTypes|Infantry]] under mind-control cannot garrison buildings, the {{f|Occupier|yes|link}} tag is rendered inert. This behaviour does not affect Spy or Engineer units, as those units are destroyed upon entry into their target buildings.


In YR, the <tt>Damage=</tt> defines how many units can be controlled by the firing unit.  
==In {{yr}}==
The [[Damage]] value of the Primary weapon determines how many objects total can be controlled by the firer, the Damage value of ElitePrimary is ignored even when promoted to Elite.  


{{Bugs}}Due to the aforementioned change in Damage handling, certain units carried over from RA2 have unintended capabilities (''Psi Commando, for example, can control up to 15 units from very long range when he turns Elite'').
Values greater than 1 prevent previously established mind-control links from being lost. After reaching the control limit, no new object can be mind-controlled until at least one of the old ones is destroyed, except in the case that {{f|InfiniteMindControl|yes|link}} is also set on the warhead.
 
If a MindControl=yes warhead was used on the [[OccupyWeapon]]/EliteOccupyWeapon, their mind-control limit will be based on the [[Damage]] of the [[Primary]] of the building when garrisoned.
 
==Notes==
If the original owner of the unit is defeated, or quits the match, the mind-controlled unit will be killed.
 
Buildings cannot be mind-controlled in RA2, this ability was added in YR for Yuri Prime specifically.
 
The [[CellSpread]] value on the warhead is ignored, as targets must be specifically chosen.
 
{{Bugs}}
The logic only functions correctly for the Primary weapon using a [[Warheads|warhead]] with MindControl=yes, giving it to a [[Secondary]] weapon only may cause an [[Internal Error]] when fired. The solution is to make sure the Primary also has it.
 
Warheads with MindControl=yes will cause an [[Internal Error]] when the firing weapon is a [[ShrapnelWeapon]] or [[DeathWeapon]].
 
Excessive mind control effects (not animations) such as the mind control effect lines, may negatively affect the game speed.
 
* [[Ares]] adds a MindControl.Permanent= option to warheads, to remove the control limit imposed by the weapon's Damage= value, and will persist even if the controlling unit is killed: [https://ares-developers.github.io/Ares-docs/new/warheads/mindcontrol.html Ares Documentation]
 
==See also==
[[PipScale]]

Latest revision as of 20:12, 20 April 2025

Tiberian Dawn The Covert Operations Red Alert Counterstrike Aftermath Tiberian Sun Firestorm HyperPatch Red Alert 2 Yuri's Revenge Ares Generals Zero Hour Tiberium Wars Kane's Wrath
Flag: MindControl
File(s): rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: Warheads


If set, this warhead will mind-control the target instead of inflicting damage. The effect is instant, and ignores whether the weapon actually hit the target or not. Objects that have ImmuneToPsionics=yes are completely immune, and cannot be targeted.

Normally, the owner can only target and control one object at a time, and will lose control over the first target if it fires on a second one. In YR this logic was extended to allow multiple units to be mind-controlled at once for the Mastermind, see below.

In Red Alert 2

Infantry under mind-control cannot garrison buildings, the Occupier=yes tag is rendered inert. This behaviour does not affect Spy or Engineer units, as those units are destroyed upon entry into their target buildings.

In Yuri's Revenge

The Damage value of the Primary weapon determines how many objects total can be controlled by the firer, the Damage value of ElitePrimary is ignored even when promoted to Elite.

Values greater than 1 prevent previously established mind-control links from being lost. After reaching the control limit, no new object can be mind-controlled until at least one of the old ones is destroyed, except in the case that InfiniteMindControl=yes is also set on the warhead.

If a MindControl=yes warhead was used on the OccupyWeapon/EliteOccupyWeapon, their mind-control limit will be based on the Damage of the Primary of the building when garrisoned.

Notes

If the original owner of the unit is defeated, or quits the match, the mind-controlled unit will be killed.

Buildings cannot be mind-controlled in RA2, this ability was added in YR for Yuri Prime specifically.

The CellSpread value on the warhead is ignored, as targets must be specifically chosen.

Bugs/Side-Effects/Unexpected Limitations

The logic only functions correctly for the Primary weapon using a warhead with MindControl=yes, giving it to a Secondary weapon only may cause an Internal Error when fired. The solution is to make sure the Primary also has it.

Warheads with MindControl=yes will cause an Internal Error when the firing weapon is a ShrapnelWeapon or DeathWeapon.

Excessive mind control effects (not animations) such as the mind control effect lines, may negatively affect the game speed.

  • Ares adds a MindControl.Permanent= option to warheads, to remove the control limit imposed by the weapon's Damage= value, and will persist even if the controlling unit is killed: Ares Documentation

See also

PipScale