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MindControl

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Revision as of 01:52, 24 May 2015 by Millefeuille (talk | contribs)
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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 units instead of inflicting Damage= on them. As a consequence, objects that are ImmuneToPsionics=yes cannot be targeted or affected by this warhead.

Interaction

Damage

In RA2, the Damage= 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 YR, the Damage= defines how many units can be controlled by the firing unit.

Bugs/Side-Effects/Unexpected Limitations

  • 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).
  • 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

Warheads with 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.