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Generals & Zero Hour Editing Discuss any modding related issues to do with Generals and Zero Hour here.

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Old 12-10-2005, 09:40 AM   #1 (permalink)
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Join Date: Jun 2003
Location: Germany
Posts: 363
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Default Subdual Damage

I have a curious problem. :/
I have opposite Microwave Tank fired on my Base Defense Buildings with it's deativating weapon. But all what happens is that my turrets become blue but they won't be deactivated... I don't know why, cause I have the Subdual tags included and tried to test if the KindOf's are responsible for that bug. But I can't find anything. Weapon is the same like from the default Microwave Tank with SUBDUAL_BUILDING damage...

here the subdual code:
Code:
  Body = StructureBody ModuleTag_04
    MaxHealth = 1000
    InitialHealth = 1000

    SubdualDamageCap = 1200
    SubdualDamageHealRate = 500
    SubdualDamageHealAmount = 100
  End
//EDIT:
I could solve it on my own...
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