Jump to content

MindControl: Difference between revisions

From ModEnc²
en>Testid123
mNo edit summary
Rain-Islet (talk | contribs)
m [bot] Batch update {{Bugs}} templates.
 
(22 intermediate revisions by 3 users not shown)
Line 8: Line 8:
|yr=yes
|yr=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 instead of inflicting damage. The effect is instant, and ignores whether the weapon actually hit the target or not. Objects that have <tt>[[ImmuneToPsionics]]=yes</tt> 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.


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 {{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 [[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 {{f|InfiniteMindControl|yes|link}} is also set on the warhead.
 
If a <tt>MindControl=yes</tt> 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.


Note that {{f|MindControl|yes|link}} warheads will cause an [[Internal Error]] when detonated if any of the following conditions are true:
==Notes==
If the original owner of the unit is defeated, or quits the match, the mind-controlled unit will be killed.


*Firing weapon is a shrapnel weapon and [[DeathWeapon]].
Buildings cannot be mind-controlled in RA2, this ability was added in YR for Yuri Prime specifically.
*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">MindControl=yes</font></u></b> to the warhead of<b><u>[[Primary]]</u></b> and <b><u>[[ElitePrimary]]</u></b>)
==In {{ra2}}==
[[InfantryTypes]] that can be hypnotized and have the tag {{f|Occupier|yes|link}}
If the aforementioned [[InfantryTypes]] hypnotize any unit before entering the building The hypnotic line will still exist.<br>
But when the aforementioned [[InfantryTypes]] entered the building
The hypnotic lines will disappear. It was as if it were a permanent hypnosis.
But when the aforementioned [[InfantryTypes]] leave the building, the hypnotic lines will appear as normal.


==In {{yr}}==
The [[CellSpread]] value on the warhead is ignored, as targets must be specifically chosen.
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}}
=={{Bugs}}==
The game only checks the [[Primary]] weapon for <tt>MindControl=yes</tt> warhead (giving it to a [[Secondary]] causes an Internal Error). Furthermore, changing [[Damage]] on [[ElitePrimary]] doesn't affect how many objects can be controlled - only [[Primary]] is checked.
The logic only functions correctly for the Primary weapon using a [[Warheads|warhead]] with <tt>MindControl=yes</tt>, 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.


*For<font style="color:red"><b><u>Ra2</u></b></font> Cannot be hypnotized<b><u>[[BuildingTypes]]</u></b> ฺBut attacks <b><u>[[BuildingTypes]]</u></b>things with<b><u>[[Secondary]]</u></b>.
Warheads with <tt>MindControl=yes</tt> will cause an [[Internal Error]] when the firing weapon is a [[ShrapnelWeapon]] or [[DeathWeapon]].


== Notes ==
Excessive mind control effects (not animations) such as the tether lines, may negatively affect the game speed.
Hardcoded to prevent attacks <b>[[BuildingTypes]]</b> or <b>[[InfantryTypes|infantry]]</b>,<b>[[VehicleTypes|VehicleTypes]]</b>, <b>[[AircraftTypes]] </b> of yours <b>(except allies)</b>


to prevent certain actions such as hypnosis <b>[[BuildingTypes]]</b> or <b>[[InfantryTypes|infantry]]</b>,<b>[[VehicleTypes|VehicleTypes]]</b>, <b>[[AircraftTypes]]</b> of Yours
* [[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==
==See also==
* [[InfiniteMindControl]]
[[PipScale]]
* [[PipScale]]
 
[[DetectDisguise]]

Latest revision as of 17:37, 2 July 2025

Tiberian Dawn Red Alert Tiberian Sun Firestorm Red Alert 2 Yuri's Revenge
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 tether 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

DetectDisguise