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==In {{yr}}==
==In {{yr}}==
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.
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.


If a MindControl=yes warhead was used on the [[OccupyWeapon]]/[[EliteOccupyWeapon]], their mind-control ability will be based on the [[Damage]] of the [[Primary]] of the building when garrisoned.
If a MindControl=yes warhead was used on the [[OccupyWeapon]]/[[EliteOccupyWeapon]], their mind-control ability will be based on the [[Damage]] of the [[Primary]] of the building when garrisoned.
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==Notes==
==Notes==
If the original owner of the unit is defeated, or quits the match, the mind-controlled unit will be killed.
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 feature was added in YR for Yuri Prime specifically.
The [[CellSpread]] value on the warhead is ignored, as targets must be specifically chosen.


{{Bugs}}
{{Bugs}}
The [[CellSpread]] value on the warhead is ignored.
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.


The game only checks the Primary weapon for a [[Warheads|Warhead]] with MindControl=yes, giving it to a [[Secondary]] causes an [[Internal Error]]. Furthermore, changing the Damage value on [[ElitePrimary]] doesn't affect how many objects can be controlled, only [[Primary]] is checked.
Warheads with MindControl=yes will cause an [[Internal Error]] when the firing weapon is [[Shrapnel]] or [[DeathWeapon]].
*For<font 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>,<b><u>[[EliteSecondary]]</u></b>.


Note that {{f|MindControl|yes|link}} warheads will cause an [[Internal Error]] when detonated if any of the following conditions are true:<br>
Excessive mind control effects (not animations) such as the mind control effect lines, may negatively affect the game speed.
*Firing weapon is a shrapnel weapon and [[DeathWeapon]].<br>
*Firing weapon is an urban combat weapon (fired from an occupied building).<br>
*Firing weapon is a secondary weapon. ;(The problem was resolved by adding MindControl=yes to the warhead of Primary and ElitePrimary)


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 remove the limit imposed by the warhead's Damage= value.


==See also==
==See also==
* [[InfiniteMindControl]]
* [[InfiniteMindControl]]
* [[PipScale]]
* [[PipScale]]

Revision as of 01:11, 10 April 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.

If a MindControl=yes warhead was used on the OccupyWeapon/EliteOccupyWeapon, their mind-control ability 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 feature 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 Shrapnel 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 remove the limit imposed by the warhead's Damage= value.

See also