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changed formatting, and i don't think that the CellSpread info was needed, but i edited the text to reflect lack of it
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|ra2=yes
|ra2=yes
|yr=yes
|yr=yes
|ares=yes
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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 affected by this warhead.
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. Object that has <tt>[[ImmuneToPsionics]]=yes</tt> are completely immune, and cannot be targeted.


==Interaction==
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.


===Damage===
==In {{yr}}==
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.  
The [[Damage]] value of the weapon defines how many objects total can be controlled by the firer. Values greater than 1 prevent previously established mind-control links from being lost. Because of that, after reaching the limit, no new object can be controlled until at least one of the old ones is destroyed.
In YR, the <tt>Damage=</tt> defines how many units can be controlled by the firing unit.  


{{Bugs}}
{{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'').
The game only checks the [[Primary]] weapon for how many units can be controlled. <tt>MindControl=yes</tt> on [[Secondary]] doesn't work, neither does changing the [[Damage]] value on [[ElitePrimary]].
* When a unit's Damage differs between the rookie and elite level of its' MindControl weapon, only the rookie level weapon will be considered in determining the maximum amount of MC links the unit can have (the same goes for [[InfiniteMindControl]], which is ignored if not present on the rookie weapon). A possible (untested) workaround would be to put the elite level MC weapon into a different slot than the rookie MC weapon (e.g. using Primary=MindControl, but EliteSecondary=MindControlE) and disabling the slot of the rookie-level MC weapon with a dummy weapon on elite (ElitePrimary=DummyWeapon).  


===CellSpread and Inaccuracy===
==See also==
Warheads with {{Tt|[[MindControl]]}} ignore spread and inaccuracy - the moment the weapon is fired, the link is established to the target, even if the target is not hit directly. All other targets in the spread are ignored.
* [[InfiniteMindControl]]
* [[PipScale]]

Revision as of 18:33, 25 May 2015

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 (yes/no or true/false)
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. Object that has ImmuneToPsionics=yes are completely immune, and cannot be targeted.

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 Yuri's Revenge

The Damage value of the weapon defines how many objects total can be controlled by the firer. Values greater than 1 prevent previously established mind-control links from being lost. Because of that, after reaching the limit, no new object can be controlled until at least one of the old ones is destroyed.

Bugs/Side-Effects/Unexpected Limitations

The game only checks the Primary weapon for how many units can be controlled. MindControl=yes on Secondary doesn't work, neither does changing the Damage value on ElitePrimary.

See also