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Non-regenerating spawns
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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Thu Mar 12, 2015 5:20 pm    Post subject:  Non-regenerating spawns
Subject description: How to prevent a unit from regenerating spawns?
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I want to make a certain unit which can spawn an aircraft just once. If that aircraft is lost, there should be no way for that unit to get it back and ever spawn it again. So far, I've just set SpawnRegenRate to an insanely high number, but is that the proper way? Or is there some special value that prevents spawn regeneration?

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Krow
Commander


Joined: 30 Jan 2010
Location: Malaysia

PostPosted: Thu Mar 12, 2015 5:29 pm    Post subject: Reply with quote  Mark this post and the followings unread

Set it to 0? Or maybe negative numbers?

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Graion Dilach
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Joined: 22 Nov 2010
Location: Iszkaszentgyorgy, Hungary

PostPosted: Thu Mar 12, 2015 5:44 pm    Post subject: Reply with quote  Mark this post and the followings unread

You can't do better than negative numbers, yeah - and due to overflow, -1 will be 4 million frames, so...

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Mar 13, 2015 12:28 pm    Post subject: Reply with quote  Mark this post and the followings unread

-1 seems to work as 0 (instant regen), so I guess 999999999[...] is the way to go

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Atomic_Noodles
Defense Minister


Joined: 05 Oct 2011

PostPosted: Fri Mar 13, 2015 12:55 pm    Post subject: Reply with quote  Mark this post and the followings unread

Positive Numbers is the only solution and probably putting it as 999999999 should be long enough.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 13, 2015 1:11 pm    Post subject: Reply with quote  Mark this post and the followings unread

Does Spawn logic work with Ammo? (Ammo=1)

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Mar 13, 2015 2:19 pm    Post subject: Reply with quote  Mark this post and the followings unread

It definitely does, but I can't go that way in my case, because the unit has other weapons that it should be able to fire later.

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4StarGeneral
General


Joined: 14 Sep 2006
Location: Limbo

PostPosted: Fri Mar 13, 2015 3:32 pm    Post subject: Reply with quote  Mark this post and the followings unread

-1 may be a special case as shown by several other cases by Westwood, have you tried -2 or -3?

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AlexB
Commander


Joined: 31 May 2010
Location: Germany

PostPosted: Fri Mar 13, 2015 4:52 pm    Post subject: Reply with quote  Mark this post and the followings unread

Regarding the initial question: 999999999 is close to optimal and conveys "pretty long time" kinda well. But do not use more 9's, though.

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Millennium
Commander


Joined: 09 Mar 2008
Location: Osaka (JP)/Hong Kong/Germany

PostPosted: Fri Mar 13, 2015 6:01 pm    Post subject: Reply with quote  Mark this post and the followings unread

Alright, thanks everyone!

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