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Thanks for testing , but  to answer to your results

 

1)probably you didn't change at all the settings for the deleting time so the script is running in every second.

2)I have an exlude list for vehicles.

3)I still don't have an idea about the removable zeus entity , zeus is enabled and working also in this mission.

4)There is a safe configurable distance , from 2 versions back.

 

Thanks anyway.

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1) yep i left 1 sec, in fact 60 secs or more is better, but still when it runs it slow down the server, dunno...maybe add some sleeps  to help not choke.
2) yep, i mean its usful to have a simple way to exclude an object , be it a corpse, a vehicle, a crater or anything else.
3) dunno, i have this problem, if i open zeus, and the associated dead corpse located at map left-down corner is deleted, i can no longer open zeus. i use #adminLogged zeus.
4) i missed that, good to know  :)

its a good work, i think its needs a little more touches here and there to be perfect !

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34 minutes ago, dlegion said:

2) yep, i mean its usful to have a simple way to exclude an object , be it a corpse, a vehicle, a crater or anything else.

 

I 'll check about setting a variable for certain objects , as you have mentioned.

 

Thanks again dlegion !

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Updating

Changelog:


v4.0
A lot of code is reedited ,
added option to exclude certain objects , by setting a variable,
added option to create an Exclude Zone , by creating a marker,
for more information check the Notes + see ex. mission.
Code Performance and optimisation and minor fixes.

 

 

Notes:

Configurable Script.
You can select to delete :
Particlesource,Dead,Mines,Ruins,Craters,
Dropped Items,Static Weapon,Empty Groups,
Empty Vehicles,emptyDetector MP triggers.

 

You can exclude certain objects , by adding in the init of the object , in the editor or include in the scripted spawn :
this setVariable ["GF_Excude_from_cleanup",true];

 

It is possible to create an Exclude Zone , by creating a marker.
There are already 5 created in the editor as a working example , that you can just copy paste them in your mission.

 

 

Thanks

 

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Thank you very much dlegion , also for the tips !

 

This one , is really better than the previous versions and i noticed also some errors , that now have fixed.

Right now it's more configurable , with many options available.

 

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1 minute ago, GEORGE FLOROS GR said:

The cleanup script , for the example purpose is set to 1 , but i would suggest to run the script every 45 min to 2 hours top depending the mission and the players.

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2 minutes ago, MuRaZorWitchKING said:

Those of you having trouble with the GF_Cleanup_script and performance, in order to fix your performance drop you need to disable "debugging" and notifications, debugging runs OnEachFrame and can really tear up FPS it is mainly to show you that the script is working, and it does, I recommend it for custom spawning loot and any other spawner you would like to clean up. :) 

 

 

1 minute ago, GEORGE FLOROS GR said:
3 minutes ago, MuRaZorWitchKING said:

GF_Cleanup_script and performance,

 

Thank you very much for the Feedback MuRaZorWitchKING !

 

 

 

 

 

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Hello great script, got a question about the vehicle exclusion :

I use this variable to protect spawned vehicle,

_veh setVariable ["GF_Excude_from_cleanup",true];

So that work fine in editor (solo), but didn't work on dedicated server. There is something special to do for excluding the vehicle on dedicated server ?

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Hello there damsous !

 

I don't really know about ,

can you test also the example mission on dedicated , in order to know if the problem is the script ? because it shouldn't be any problem.

Else , you can add the classname in the excluded list .

I'll be waiting for your news !

 

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Ok i added the classname on the excluded list it work thx 😀

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I have a good guess that this script does not clean the examined loot sources in Ravage mod, e.g. garbage heap, crates, car wrecks, etc. content?

 

The problem is that there will be more and more of them (examined loot sources) during the game, and the mod stores them all, e.g. what items we left in it. Because of this, the fps drop in the game will become bigger and bigger, which first appears in larger cities. This seems to be fixed by the Tinter Furniture mod and by disabling Ambient Furnitures in the Ravage loot system. But there is another problem. The save file for SP scenarios using the Ravage mod will get bigger and bigger, so it will take several minutes to load the save game.

 

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George was a friend on forum, and this script is old, not optimized.

As you can see on code at first page, or opening the main sqf, this cleanup script is based on resource demanding commands like allMissionObjects (even filtered) and nearestObjects .

Furthermore, some attempts are not at the best.

- it's weird to clean "emptyDetector" because you delete all your triggers...

- corpses can be easily removed by Arma's setting for performance, directly from editor,

- on the other hand, you can increase performance by dynamic simulation, from editor or script.

- you can make groups auto-deletable by deleteGroupWhenEmpty command.

- Particles have their own "time to live", so probably not necessary using a resource demanding command for deleting them....

 

If I had to write some script about cleaning, I probably use the recent EHs "entityCreated", "groupCreated"; and why not projectile EH family like "submunitionCreated" and so on, paying attention for what could be useful in regard of performance saving.  Not sure most of that worth it.

 

For Ravage, you have a lot of parameters for dealing with performance and immersion. The settings module has also it's own cleaning system, activated by default.

 

 

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