MindControl on GenericWarhead with CellSpread not applied?

Bug #895892 reported by Renegade on 2010-10-05
10
This bug affects 2 people
Affects Status Importance Assigned to Milestone
Ares
Medium
Unassigned

Bug Description

I had the confused dude in chat make his GenericWarhead SW actually deal damage, and, according to him, all that did was that it damaged his buildings.

Given that MindControl warheads should skip the damage part entirely, and that the initial problem report was that only the targeted cell was mind controlled, I suspect that GenericWarhead SWs don't apply MindControl over the CellSpread area if the warhead has CellSpread.

The interesting question now is whether
a) I'm wrong, and the dude's code is screwed up, or
b) MindControl.Permanent has the same limitations as normal MindControl, and doesn't CellSpread, or
c) this is a bug in GenericWarhead, or
d) this is not a bug/known/intentional.

Maybe there is no issue here, but I figured someone more "in the know" or test-capable should take a look at it to be sure.

##### ADDITIONAL INFORMATION #####
Code given by the user:
14=PsyDomSpecial

;Psychic Dominator
[YAPPET]
UIName=Name:YAPPET
Name=Yuri Puppet Master
;Image=GAWETH
BuildCat=Combat
Prerequisite=YATECH,YACNST
TechLevel=10
Strength=1000
Powered=true
Adjacent=2
Armor=concrete
Sight=5
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
AIBasePlanningSide=2 ;gs 0 for Good, 1 for Evil
Cost=5000
Points=30
Power=-200
Crewed=yes
Capturable=false
RevealToAll=yes
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
SuperWeapon=PsyDomSpecial
Nominal=yes
ThreatPosed=1 ; This value MUST be 0 for all building addons
AIBuildThis=yes
Spyable=yes
ChargedAnimTime=1 ;Number of minutes left at which weapon should switch to charged state
ProtectWithWall=yes
BuildLimit=1
DebrisAnims=DBRIS1LG,DBRIS1SM,DBRIS3SM,DBRIS4LG,DBRIS4SM,DBRIS5LG,DBRIS5SM
MaxDebris=14
MinDebris=7

[SuperMindControl2]
Damage=1000;Number of mind control links
ROF=1
Range=10
Projectile=PsychicControl
Speed=100
Warhead=ControllerBuilding2
;Report=YuriMindControl
Anim=YURICNTL
FireOnce=yes
MindControl.Permanent=yes
MindControl=yes

[ControllerBuilding2];Mind control warhead. Will skip normal damage like EMP did
Verses=100%,100%,100%,100%,100%,100%,100%,100%,100%,100%,100%
MindControl=yes
AnimList=YURICNTL
MindControl.Permanent=yes
CellSpread=10

[PsyDomSpecial]
UIName=Name:YAPPET
Name=Psychic Dominator 2
IsPowered=true
RechargeVoice=00-I156
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=10
Type=GenericWarhead
Action=Custom
SidebarImage=PDOMICON
ShowTimer=yes
DisableableFromShell=yes ; gs this determines which superweapons are turned off by the checkbox
Range=1.4
LineMultiplier=3
GenericWarhead.Warhead=ControllerBuilding2
GenericWarhead.Damage=0
Cursor.Frame=100
Cursor.Count=6
Cursor.Interval=5
Cursor.MiniFrame=100
Cursor.MiniCount=6
Cursor.HotSpot=Center,Middle
Note that SuperMindControl2 seems to be superfluous.

cranium (cranium) wrote :

Well from my testing, Cellspread has no effect as it only mindcontrols 1 unit at a time. If there are 10 units in a bunch and you apply the cursor over them, it will only highlight 1 of them, which will be the unit taking on the mindcontrol. The Mindcontrol.Permenant=yes works fine though cellspread= has no affect with this either. The only thing I didnt like about this was the fact it could mindcontrol a building (but not a superweapon structure), meaning I could hijack the enemies conyard if i choose too and either sell it or let them kill it.

DCoder DCoder (dcoder1337) wrote :

Right, welcome to Westwood. MindControl on a bullet only affects the intended target and ignores everything else. Permanent does the same, as you can see in WarheadTypeExt::ExtData::applyPermaMC .

@cranium: it's called Verses.

cranium (cranium) wrote :

yea, I forgot to check that after I copied his code from here. Didnt notice it was all set to 100%. Normally I wouldnt have this type of weapon set like that, so I took it for granted I guess.

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