jandrews 116 Posted December 9, 2014 Just wondering if anyone has used these in your descrition.ext? I am looking for a good cleanup script, there seem to be a few to use, however, one less sqf to manage sounds nice. Anyone have input on how well these work? I especially want to know more about the manager modes. Like what does it mean to manage them and do you need the other commands too. wreckManagerMode wreckManagerMode = 0; 0 = None - None of the vehicles are managed by the manager 1 = All - All vehicles are managed by the manager 2 = None_But_Respawned - Only vehicles that can respawn are managed by the manager 3 = All_But_Respawned - All vehicles are managed by the manager with exception of respawned (opposite to mode 2) Default value: 0 for SP, 2 for MP wreckRemovalMinTime wreckRemovalMinTime = 60; //seconds wreckRemovalMaxTime wreckRemovalMaxTime = 1200; //seconds corpseManagerMode corpseManagerMode = 0; 0 = None - None of the units are managed by the manager 1 = All - All units are managed by the manager 2 = None_But_Respawned - Only units that can respawn are managed by the manager 3 = All_But_Respawned - All units are managed by the manager with exception of respawned (opposite to mode 2) Default value: 0 for SP, 2 for MP corpseRemovalMinTime corpseRemovalMinTime = 60; //seconds corpseRemovalMaxTime corpseRemovalMaxTime = 1200; //seconds https://community.bistudio.com/wiki/Description.ext Share this post Link to post Share on other sites
killzone_kid 1331 Posted December 10, 2014 There are also addToRemainsCollector, isInRemainsCollector, removeFromRemainsCollector commands. Manger mode 2 = None_But_Respawned means that only editor placed units will be affected. If you dynamically spawn vehicle it will not be managed. You have to set mode to 1 or 3 for this. Alternatively you can add dynamically spawned vehicle into remains collector with script individually if you want to keep manager mode = 2; Share this post Link to post Share on other sites
diehardfc 41 Posted December 29, 2016 If I spawn a unit as a Zeus curator in a multiplayer game and decide that I want to exclude it from being handled by the garbage collector, how would I execute the code? In my case, I have the Ares Achilles "Execute Code" module. Someone suggested that I should use a command for removeFromRemainsCollector, but I'm not sure what the exact syntax should be. Is it a simple matter of: _this removeFromRemainsCollector; Or do I need additional syntax? Can I do it to a unit after it dies or does it have to be before? Share this post Link to post Share on other sites
killzone_kid 1331 Posted December 29, 2016 Why don't you check BIKI for documentation then? https://community.bistudio.com/wiki/removeFromRemainsCollector Share this post Link to post Share on other sites