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Spy planes multiplied!
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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Thu Jul 29, 2010 6:36 pm    Post subject:  Spy planes multiplied!
Subject description: What is this, I don't even...
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So apparently for no reason that I can tell, in YR, the spy planes have multiplied. I didn't change a ztying thing, as far as I know in the code for these things, but whenever you or the AI uses the spy plane to reveal some of the map, about 4-6 (No, I haven't counted every single time) have spawned, and for some reason, lagged up the joint.

Here is all the code I would assume is relevant, and potentially causing the problem:
Code:

SpyPlaneCamera=SpyPlaneSnapshot;gs this is played each time the plane looks, which is every spycameraframes below
SpyPlaneCameraFrames=16;gs while in the process of taking pictures, how often to play the sound

; Soviet Spy Plane
[SPYP]
UIName=Name:SpyP
Name=Soviet Spy Plane
;Image=PDPLANE
Strength=600
Category=AirLift
Armor=light
TechLevel=-1
Primary=SpyCameraWeapon
Spawned=yes   ; Created by another object and therefore not player controllable
LeadershipRating=10
Selectable=no
RadarInvisible=no
Sight=0
Landable=no
MoveToShroud=yes
PitchAngle=0 ; default is 20 degrees
Speed=15
Owner=British,French,Germans,Americans,Alliance,Russians,Confederation,Africans,Arabs,YuriCountry
Points=30
ROT=2
Crewed=yes
Ammo=100
Explosion=TWLT070,S_BANG48,S_BRNL58,S_CLSN58,S_TUMU60
MaxDebris=2
Locomotor={4A582746-9839-11d1-B709-00A024DDAFD1}
MovementZone=Fly
ThreatPosed=0   ; This value MUST be 0 for all building addons
DamageParticleSystems=SparkSys,SmallGreySSys
ImmuneToPsionics=yes
CanPassiveAquire=no ; Won't try to pick up own targets
CanRetaliate=no; Won't fire back when hit
MoveSound=SpyPlaneMoveLoop
DieSound=
CrashingSound=SpyPlaneDie
ImpactLandSound=GenAircraftCrash
DeathWeapon=BlimpBomb
DeathWeaponDamageModifier=.1;gs needs a death weapon or it will do nothing when it crashes since its weapon is a camera
FlyBy=true   ;GEF Don't slow down over your target

[SpyCameraWeapon]
Damage=6;range of shroud to reveal
Range=20;howfar away to start revealing
Burst=1
Projectile=InvisibleHigh
Warhead=DummyWarhead
Report=SpyPlaneSnapshot

[SpyPlaneSpecial]
UIName=Name:SpyP
Name=SpyPlane Flyby
IsPowered=false
RechargeVoice=
ChargingVoice=
ImpatientVoice=
SuspendVoice=
RechargeTime=4
Type=SpyPlane
Action=SpyPlane
SidebarImage=SPYPICON
ShowTimer=no
DisableableFromShell=no ; gs this determines which superweapons are turned off by the checkbox
FlashSidebarTabFrames=120; default is always, put 0 for never, or a number for x


Any ideas why this is happening?

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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 29, 2010 6:58 pm    Post subject: Reply with quote  Mark this post and the followings unread

My first guess would be because you've got more than one type of infantry (in this case it would seem 4) dropping from your paradrops. So you get 4 paradrop planes dropping 4 different types of infantry and as a result of the games shoddy coding 4 spy planes as well.

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Darkstorm
Commander


Joined: 20 Jan 2008
Location: Texas

PostPosted: Thu Jul 29, 2010 7:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Multiplying paradrop planes also multiplies spy planes. So check that.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Thu Jul 29, 2010 7:04 pm    Post subject: Reply with quote  Mark this post and the followings unread

That actually explains alot then. Or rather, this explains alot:

Code:

AmerParaDropInf=E1,GGI,MORT,AMED ;Types of infantry for the planes to drop
AmerParaDropNum=4,2,3,2          ;How many of each of those infantry

AllyParaDropInf=E1,GGI,MORT,AMED ;Types of infantry for the planes to drop
AllyParaDropNum=4,2,2,1          ;How many of each of those infantry

SovParaDropInf=E2,NODSHOT,INCIN,HDOG ;Types of infantry for the planes to drop
SovParaDropNum=4,2,2,1       ;How many of each of those infantry

YuriParaDropInf=INIT,NADE,GATM,YLAS,DOGGIE ;Types of infantry for the planes to drop
YuriParaDropNum=4,2,2,2,1          ;How many of each of those infantry


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Tratos
General


Joined: 01 Jan 2003

PostPosted: Thu Jul 29, 2010 7:14 pm    Post subject: Reply with quote  Mark this post and the followings unread

Yes. its one of those things you have to live with if you want multiple infantry in a paradrop.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jul 29, 2010 7:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

or use Ares to decouple it.

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Atari2600
Cyborg Cannon


Joined: 05 Mar 2007
Location: Less than 10 minutes from the internet

PostPosted: Thu Jul 29, 2010 10:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

I wasn't planning on using any of the special patches any time soon. I have enough of a hard time as it is with vanilla YR that I would probably cause more trouble for myself if I tried Ares or whatever.

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FurryQueen
General


Joined: 24 Jul 2010
Location: Liyue

PostPosted: Thu Jul 29, 2010 11:33 pm    Post subject: Reply with quote  Mark this post and the followings unread

Ares is simple to use and implement. Doesn't even touch the EXE.

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