Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Thu Jul 29, 2010 6:36 pm Post subject:
Spy planes multiplied!
Subject description: What is this, I don't even...
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? _________________
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. QUICK_EDIT
Joined: 05 Mar 2007 Location: Less than 10 minutes from the internet
Posted: Thu Jul 29, 2010 10:31 pm Post subject:
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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