Type=PsychicDominator¶
Default values for general tags:
[SuperWeapon]►SW.Range=(float,integer)- Area around the target location the Psychic Dominator captures. This does not
affect the damage. Defaults to
[General]►DominatorCaptureRange. [SuperWeapon]►SW.Damage=(integer)- The damage the Psychic Dominator delivers right before capturing. No damage is
dealt if this value is 0 or negative. Defaults to
[General]►DominatorDamage. [SuperWeapon]►SW.Warhead=(Warhead)- The warhead used to deal the damage. Defaults to
[General]►DominatorWarhead. [SuperWeapon]►SW.Deferment=(integer - frames)- Defaults to 0.
[SuperWeapon]►SW.ActivationSound=(Sound)- Defaults to
[AudioVisual]►PsychicDominatorActivateSound. [SuperWeapon]►SW.AITargeting=(enumeration)- Defaults to PsychicDominator.
[SuperWeapon]►SW.AffectsHouse=(enumeration)- Specifies the houses affected by the capture. Defaults to all.
[SuperWeapon]►SW.AffectsTarget=(enumeration)- Specifies which types the capture affects. Defaults to infantry,units.
[SuperWeapon]►Light.*=(integer)- Default to the scenario’s
[Lighting]►Dominator*. [SuperWeapon]►Cursor=(mouse cursor)- Defaults to PsychicDominator.
Psychic Dominator specific tags:
[SuperWeapon]►Dominator.FirstAnim=(Animation)- The Animation hovering above the target for some time before the Psychic
Dominator strikes. Defaults to
[General]►DominatorFirstAnim. [SuperWeapon]►Dominator.FirstAnimHeight=(integer - leptons)- The height the
Dominator.FirstAnimis played above the ground. Defaults to 750. [SuperWeapon]►Dominator.SecondAnim=(Animation)- The Animation hovering above the target when the Psychic Dominator strikes.
Defaults to
[General]►DominatorSecondAnim. [SuperWeapon]►Dominator.SecondAnimHeight=(integer - leptons)- The height the
Dominator.SecondAnimis played above the ground. Defaults to 0. [SuperWeapon]►Dominator.FireAtPercentage=(integer)- After this percentage of the
Dominator.FirstAnim‘s frames have been played, the Dominator is fired. This is the actual percentage, 20 is 20%. Don’t use decimal numbers. Defaults to[General]►DominatorFireAtPercentage. [SuperWeapon]►Dominator.ControlAnim=(Animation)- The Animation displayed above units being mind-controlled by the Dominator
permanently. Defaults to
[CombatDamage]►PermaControlledAnimationType. [SuperWeapon]►Dominator.Capture=(boolean)- Defines whether this Psychic Dominator captures units in its range. Otherwise only the damage is dealt. Defaults to yes.
[SuperWeapon]►Dominator.Ripple=(boolean)- Defines whether this Psychic Dominator creates a ripple effect when the Psychic Dominator strikes. Defaults to yes.
[SuperWeapon]►Dominator.CaptureMindControlled=(boolean)- Defines whether this Psychic Dominator can capture units that are mind-controlled already. Otherwise already mind-controlled units are ignored. Defaults to yes.
[SuperWeapon]►Dominator.CapturePermaMindControlled=(boolean)- Defines whether this Psychic Dominator can capture units that are permanently mind-controlled already. Otherwise already permanently mind-controlled units are ignored. Defaults to yes.
[SuperWeapon]►Dominator.CaptureImmuneToPsionics=(boolean)- Defines whether this Psychic Dominator can capture units that usually aren’t
mind-controllable. Setting this to yes ignores the
ImmuneToPsionicstag on its victims. Defaults to no. [SuperWeapon]►Dominator.PermanentCapture=(boolean)- Defines whether the victims are permanently mind-controlled. Setting this to no allows other mind-controllers to re-capture the victim, otherwise it will be uncapturable. Defaults to yes.
New in version 0.2.