I am currently trying to make a Red Alert 2 style mind control ability my completely not op Elite Infestors.
The way mind control worked in RA2 was:
-Enemy unit was taken control of by Psi Commando/Yuri Clone/Yuri, etc.
-You could see a beam going from the mind control unit to the target unit
-The mind control unit maintained control over the entire map forever unless the mind control unit was killed or it was ordered to take control of something else
-The mind control unit could use all of its' other abilities, like moving, planting C4 Charges, etc.
I found a solid template for this in the WoL campaign dependency, namely with Nova's mind control ability.
However, the remove behaviour effect of the "release minion" ability poses a bit of a problem. It defaults the number of the destroyed persistent effect, aka the counts of no longer controled units, to -1, which frees all units. I changed it to +1, which now means that a random unit in the pool of controled units is freed.
My question now is, how do I create a proper bond between a specific Infestor and the specific unit it was ordered to control?