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.


 0.2
