Type=GeneticConverter¶
Default values for general tags:
[SuperWeapon]►SW.Range=
(float,integer)- The area the Genetic Mutator affects. Ignored if
Mutate.Explosion=yes
. Defaults to 3,3. [SuperWeapon]►SW.Damage=
(integer)- The damage the Genetic Mutator delivers if
Mutate.Explosion=yes
. Defaults to 10000. [SuperWeapon]►SW.Warhead=
(Warhead)- The warhead used to deal the damage. Defaults to
[SpecialWeapons]►MutateExplosionWarhead
ifMutate.Explosion=yes
, to[SpecialWeapons]►MutateWarhead
otherwise. [SuperWeapon]►SW.Animation=
(Animation)- Defaults to
[General]►IonBlast
. [SuperWeapon]►SW.AnimationHeight=
(integer)- Defaults to 5.
[SuperWeapon]►SW.Sound=
(Sound)- Defaults to
[AudioVisual]►GeneticMutatorActivateSound
. [SuperWeapon]►SW.AITargeting=
(enumeration)- Defaults to GeneticMutator.
[SuperWeapon]►SW.AffectsHouse=
(enumeration)- Specifies the houses affected by the mutation, if
Mutate.Explosion=no
. Defaults to all. [SuperWeapon]►SW.AffectsTarget=
(enumeration)- Specifies whether the mutation effect should be limited to land or
water targets. You cannot define any unit type here and they will be
ignored. Ignored if
Mutate.Explosion=yes
. Defaults to all. [SuperWeapon]►Cursor=
(mouse cursor)- Defaults to GeneticMutator.
Genetic Mutator specific tags:
[SuperWeapon]►Mutate.Explosion=
(boolean)- Switches between two modes. If yes, the Genetic Mutator will cause an
explosion using
SW.Warhad
andSW.Damage
without respecting any other Genetic Mutator specific tags. Otherwise all infantry units in range are damaged usingSW.Warhead
andSW.Damage
, verses and immunities are respected. Defaults to[General]►MutateExplosion
. [SuperWeapon]►Mutate.IgnoreCyborg=
(boolean)- Whether the Genetic Mutator will not affect infantry with
Cyborg=yes
set. Ignored ifMutate.Explosion=yes
. Defaults to no. [SuperWeapon]►Mutate.IgnoreNotHuman=
(boolean)- Whether the Genetic Mutator will not affect infantry with
NotHuman=yes
set. Ignored ifMutate.Explosion=yes
. Defaults to no. [SuperWeapon]►Mutate.KillNatural=
(boolean)- Whether the Genetic Mutator will just kill infantry with
Natural=yes
set opposed to affecting it usingSW.Warhead
. Ignored ifMutate.Explosion=yes
. Defaults to yes.
New in version 0.2.