Overpowerable
Flag: | Overpowerable |
File(s): | rules(md).ini |
Values: | ERROR – No value types set! Please edit this page and fix the Flag template! |
This entry was copied from DeeZire's Red Alert 2 and Yuris Revenge INI Editing Guide for the sake of completeness. As it is not our intention to rip off DeeZire's work, this article is subject to a re-write and update with the latest community knowledge. For further information, please read Inclusion of The Guide. |
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 Techno has both [Primary] and [Secondary] and Overpowerable=yes set, the [ROF] of both must be the same; else the Secondary weapon may also fire.