aeroson 8 Posted January 3, 2014 Yup fixed that as well, repaired vehicles == mobile vehicles Yup for vehicles and bodies, we have inbuilt vehicles, allDead and allDeadMen variables. No need to use nearestObjects command for that. Share this post Link to post Share on other sites
meatball 25 Posted January 3, 2014 Excellent...thanks!!! Share this post Link to post Share on other sites
genesis92x 810 Posted January 3, 2014 Great script! Downloaded and saved :D Share this post Link to post Share on other sites
meatball 25 Posted January 3, 2014 (edited) Just tested it out and everything is working perfectly, great work aero! One thought for possible future versions. Maybe have it so regardless of the time, items don't get deleted if there's any player within x meters of it (maybe X could be a parameter that can be set within the script call). This way object don't just pop out of existence right next to players if they're hiding behind them for cover or something. Edited January 3, 2014 by Meatball Share this post Link to post Share on other sites
kremator 1065 Posted January 3, 2014 (edited) Potential bug turned out to be a conflict with ALiVE GC module. Nothing to worry about. Edited January 3, 2014 by Kremator Share this post Link to post Share on other sites
meatball 25 Posted January 3, 2014 I was gonna say, any time I've seen an AI vehicle wreck the AI infantry gets out. Strange the crew isn't getting out. Share this post Link to post Share on other sites
kremator 1065 Posted January 3, 2014 (edited) Part of the script is wiping out whole teams (mech inf or not) for some strange reason. There are still issues with some alive members of decimated teams being deleted :( EDIT: really having trouble with this script, removing alive members of a group. Something to do with men being classed as vehicles ? Edited January 4, 2014 by Kremator Share this post Link to post Share on other sites
Krycek_dk 1 Posted February 20, 2014 Great script aeroson, appreciate it mate ;) Share this post Link to post Share on other sites
the_demongod 31 Posted February 25, 2014 Hey aeroson, this looks like a really great script, just what I'm looking for. But I have one question- is there a way I could only have the script execute by a trigger instead of using a timer? I want to have a trigger check to make sure all OPFOR are dead and then have the script delete all of them at once. thanks, great script the_Demongod Share this post Link to post Share on other sites
Guest Posted May 11, 2016 Release frontpaged on the Armaholic homepage. Repetitive Cleanup v2.0 Share this post Link to post Share on other sites
anfo 118 Posted September 6, 2016 Naive question Is [] execVM 'repetitive_cleanup.sqf'; ...a typo? Isn't it supposed to be ( " vs ' ) [] execVM "repetitive_cleanup.sqf"; Does it matter? Share this post Link to post Share on other sites
dreadpirate 173 Posted September 6, 2016 Naive question Is [] execVM 'repetitive_cleanup.sqf'; ...a typo? Isn't it supposed to be ( " vs ' ) [] execVM "repetitive_cleanup.sqf"; Does it matter? It doesn't matter as long as you match a single with a single or a double with a double Share this post Link to post Share on other sites
anfo 118 Posted September 6, 2016 It doesn't matter as long as you match a single with a single or a double with a double Oh hi Dread, no worries - respect Share this post Link to post Share on other sites
computer 113 Posted January 25, 2017 Using typeOf _object in _array is faster than (typeof _object == _x) || {(_object isKindOf _x)}. If you have to use the latter one, atleast use isEqualTo instead of ==. It's faster Share this post Link to post Share on other sites