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Overpowerable

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Flag: Overpowerable
File(s): Rules(md).ini
Values: Boolean values: yes or no, true or false, 1 or 0
Default: no
Applicable to: BuildingTypes


Can be set to 'yes' or 'no' and determines if this object can be 'overpowered' - the effect of this is that its Primary= weapon actually becomes its Secondary= weapon if the object is continually fired at by a friendly unit with a weapon whose Warhead= has ElectricAssault=yes set. By not specifying a Primary= weapon on the object but giving it a Secondary=, this is one way to give it a weapon only if 'charged' by a friendly unit.

Editor's note: In the event a TechnoTypes has both Primary and Secondary and Overpowerable=yes set, the ROF of both must be the same; else the Secondary weapon may also fire.