Dusty [CPC] Posted October 12, 2013 Posted October 12, 2013 Hi guys, I've been using MIST for a training mission, where I basically respawn ground units on demand. I can't seem to find a way to remove the destroyed units wrecks from the field. Group.destroy('group1')That removes the remaining alive units. That works ok. I triedfor k,obj in pairs(mist.getDeadMapObjsInZones('Zone1')) do Object.destroy(obj) endBut I guess the wrecks are not considered standard objects, so it's not working. Anyone knows? [sIGPIC][/sIGPIC]
Grimes Posted October 12, 2013 Posted October 12, 2013 That DB contains all map objects such as buildings, bridges, ect. that get killed. I'll see if I can make a garbage collector script. The right man in the wrong place makes all the difference in the world. Current Projects: Grayflag Server, Scripting Wiki Useful Links: Mission Scripting Tools MIST-(GitHub) MIST-(Thread) SLMOD, Wiki wishlist, Mission Editing Wiki!, Mission Building Forum
Dusty [CPC] Posted October 12, 2013 Author Posted October 12, 2013 That DB contains all map objects such as buildings, bridges, ect. that get killed. I'll see if I can make a garbage collector script. Thank you! Or if you could point me in the right direction, ie. tell me which type of object I should be looking for, I could also keep digging :book: [sIGPIC][/sIGPIC]
PondLife Posted October 30, 2013 Posted October 30, 2013 That DB contains all map objects such as buildings, bridges, ect. that get killed. I'll see if I can make a garbage collector script. That would be great, I'm having the same problem, re-spawning often occurs on top off or very nearby destroyed units.
St3v3f Posted October 31, 2013 Posted October 31, 2013 I don't know if that is possible. I tried doing that, but world.searchObjects didn't return anything after units were destroyed. aka: Baron [sIGPIC][/sIGPIC]
Fishbreath Posted November 17, 2013 Posted November 17, 2013 Has there been any news on this? As a temporary fix, I'm going to have stationary units move a little when they spawn, but being able to remove them would be great. Black Shark, Harrier, and Hornet pilot Many Words - Serial Fiction | Ka-50 Employment Guide | Ka-50 Avionics Cheat Sheet | Multiplayer Shooting Range Mission
Dusty [CPC] Posted November 18, 2013 Author Posted November 18, 2013 Still waiting for any hints on how to accomplish this... [sIGPIC][/sIGPIC]
Raf Posted November 23, 2013 Posted November 23, 2013 Same, would come handy to programmatically clean wreckages. Especially since I'm going to respawn them... in the same spot. Wasn't there a time within they were cleaned, anyway?
Quip Posted March 18, 2014 Posted March 18, 2014 ABSOLUTELY! One of the most needed functions now that missions are getting more and more scripted. The wrecks are doing the AI No Good At All! Any way to remove the wrecks and debris in zones (the airports mainly) would serve us hugely!
SNAFU Posted March 18, 2014 Posted March 18, 2014 I thought about this for planes and helicoperts, for exact the same reason as Quip showed, but the only way I found, was to remove the whole group, if one of its elements fail. [sIGPIC][/sIGPIC] Unsere Facebook-Seite
Quip Posted March 18, 2014 Posted March 18, 2014 What I think is needed is the following: As soon as a mist-type script detects a destroyed object of any/specific (?) type inside the zone(s), these are removed. The reason I say "as soon as" and "any", is because any debris will upset the AI trying to taxi. Regardless of whether it's an aircraft or any other object type. And then there's still the problem with the AI running into ground units that may be on the taxiways. I would wish for a script that moved any ground units inside a zone to a perimeter outside that zone. I would do this myself, but I'm already struggling to use mist etc properly: i'm no programmer. :/ What I really wish for is for ED to finally fix this. It's been a problem since Flanker 2. But so far we've been able to live with it. But as I said: as the missions get ever more scripted...
Quip Posted March 24, 2014 Posted March 24, 2014 Isn't anyone capable of programming interested in having a look at this?...
ajax Posted April 4, 2014 Posted April 4, 2014 Quip, the problem is that I don't believe the scripting engine provides an easy way to do what you're asking (or even if it is possible at all). It's easy to find live units and remove them. Once they're dead/killed/destroyed, though, that's a totally different story.
Quip Posted April 6, 2014 Posted April 6, 2014 Ok - i understand. What baffles me is that ED have no system in place to handle this out of the box automatically. The whole AI / ATC is beyond stupid. I feel like we're running in circles trying to solve problems that should be managed by the game. Even Falcon 4 did this better in its v1.0.
Shahdoh Posted May 4, 2014 Posted May 4, 2014 That DB contains all map objects such as buildings, bridges, ect. that get killed. I'll see if I can make a garbage collector script. Grimes, Any luck with this cleanup script? This seems to be a huge issue with high capacity servers running for long times. I was thinking it may be impossible till I seen the CTTS script able to pick up damaged/dead cargo. Thinking if that object can be manipulated, the aircraft and vehicle wrecks should be able to as well. Please coders, we need to find a solution. Thank you, Shahdoh
xcom Posted May 4, 2014 Posted May 4, 2014 One way we solved this with my capture airfield script is to remove the unit before it exploads and generate an explosion at that same point. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
Shahdoh Posted May 4, 2014 Posted May 4, 2014 Interesting, but how to deal with client controlled wrecks?
Rapier-VCG- Posted May 4, 2014 Posted May 4, 2014 That DB contains all map objects such as buildings, bridges, ect. that get killed. I'll see if I can make a garbage collector script. Hey Grimes, Think you could specify a time delay for a destroyed unit to be cleared from field based from the time it was destroyed for a crew to clear the wreckage.
xcom Posted May 4, 2014 Posted May 4, 2014 Should probably be the same as non player units. I'll get the script here and show how it could be done. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
Shahdoh Posted May 5, 2014 Posted May 5, 2014 Waiting, not so patiently...:music_whistling: ;) PS: and yes, I am trying to find my own solution as well.
Shahdoh Posted May 10, 2014 Posted May 10, 2014 Keep running into a brick wall, XCom or Grimes, any progress or script examples please? Thanks
xcom Posted May 10, 2014 Posted May 10, 2014 hey shadoh, here is the link to my mission, it has the functions to remove units before they expload and generate an explosion. https://copy.com/fgUUq2dNettv let me know if i can help further, ill drop into the virtual aerobatics TS. [sIGPIC][/sIGPIC] BuddySpike Website | Live Map & Statistics BuddySpike Twitch Channel Buddyspike Discord Buddyspike Facebook
sslechta Posted August 9, 2014 Posted August 9, 2014 Haven't seen anything on this for a while. Were you able to set up your garbage collector script, Grimes? Steve (Slick) ThrustMaster T.Flight Hotas X | TrackIR5 Pro | EVGA GTX 1070 | Win10 64-bit Professional | Dell Precision 7920 Workstation | 1 TB SSD | 128 GB Memory | Dual Intel Xeon Platinum 2.0 GHz 16 Core Processors (64 Total w/HT ON) | 24" Dell Monitor
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