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 if Mutate.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 and SW.Damage without respecting any other Genetic Mutator specific tags. Otherwise all infantry units in range are damaged using SW.Warhead and SW.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 if Mutate.Explosion=yes. Defaults to no.
[SuperWeapon]►Mutate.IgnoreNotHuman= (boolean)
Whether the Genetic Mutator will not affect infantry with NotHuman=yes set. Ignored if Mutate.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 using SW.Warhead. Ignored if Mutate.Explosion=yes. Defaults to yes.

New in version 0.2.