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HereIsJones

Deleting simple objects

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Hi, I have a problem deleting simple objects.

 

I spawn a number of simple and "normal" objects in a 150m radius using this code:

//simple object
_thisObject = createSimpleObject [_thisClass, _thisPos, true];

//normal object
_thisObject = createVehicle [_thisClass, _thisPos, [], 0, "CAN_COLLIDE"];

But when I try to delete those objects with this code, it only deletes the "normal" objects:

{deleteVehicle _x} forEach nearestObjects [_centerPos, ["all"], 150];

It turns out, nearestObjects only locates the "normal" objects, not the simple objects spawned in with createSimpleObject.

 

The wiki says that simple objects can be deleted with deleteVehicle, but how do I get a handle on a group of them within a specific radius in order to use that command? Is there some equivalent to nearestObjects for simple objects?

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Maybe add them to an array as you create them, so you can reference them later? Obviously adds another layer of complexity on both ends.

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I actually have an array, but I tried testing this with:

if (typeof _x == "Land_WoodenCounter_01_F") then {deleteVehicle _x};

That will delete "normal" objects, including objects that are hand-placed in the editor, but it doesn't recognize simple objects.

 

I don't know of another way to use an array to get a handle on a group of objects. Wouldn't you need to create an individual pointer or variable name for each object?

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4 minutes ago, HereIsJones said:

Wouldn't you need to create an individual pointer or variable name for each object?

 

Not necessarily? I think? It should be enough to check the array for elements within your desired area.

 

 

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I guess my question is, how do you use an array element to point to a simple object?  Here's my array:

_compSimple =
[
      ["Land_CncBarrier_stripes_F",[11068,8464.88,0],[[0,1,0],[0,0,1]]],
      ["Land_WoodenCounter_01_F",[11077.9,8467.94,0],[[0.1793,0.983794,0],[0,0,1]]],
      ["Land_PaperBox_01_small_ransacked_brown_F",[11079.4,8466.79,0],[[0.792886,-0.609371,0],[0,0,1]]],
      ["Land_FoodSacks_01_small_brown_F",[11077.3,8470.54,0.815598],[[0.998695,-0.0510703,0],[0,0,1]]],
      ["Land_FoodSack_01_full_brown_F",[11077.3,8469.66,0.814713],[[0.984472,0.175543,0],[0,0,1]]],
      ["Land_LiquidDispenser_01_F",[11078.5,8467.7,0.960007],[[-0.0663435,-0.997797,0],[0,0,1]]],
      ["Land_MarketShelter_F",[11077.4,8474.25,0.479996],[[1,-4.37114e-008,0],[0,0,1]]]
];

I have a class name, position and rotational data in it. What code would you use to grab the actual object with this, seeing that nearestObjects and TypeOf don't work? I suppose it would have to use the class name, but I don't know what the command would be.

 

EDIT: isKindOf doesn't work either. It deletes the "normal" object but not the simple object.

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Works! Let it be known that nearObjects is the only way to get a handle on simple objects, and also that sarogahtyp is a dang genius.

 

EDIT: Also, it turns out that nearObjects will pick up every object including triggers, so adjust your code accordingly.

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I guess the angle I was taking was more along the lines of:

{
  if (_x in _array && (_x distance _center < 150)) then {deleteVehicle _x}
} forEach _array;

But my understanding was that you just wanted to delete ALL simple objects in your array within an area.

Like this:

nul = [] spawn {
    _array = [];
    for "_i" from 0 to 9999 do 
    { 
        _obj = createSimpleObject ["A3\Structures_F\Civ\Ancient\AncientPillar_F.p3d",[0,0,0]]; 
        _pos = [["center"],[]] call BIS_fnc_randomPos;
        _obj setPosATL _pos;
      _array pushback _obj;
    };

    sleep 5;

    _center = getMarkerPos "center";

    {
        if (_x in _array && (_x distance _center < 150)) then {deleteVehicle _x}
    } forEach _array;
};

nu06x5h.jpg

 

Of course, nearObjects is far more elegant.

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11 hours ago, Harzach said:

I guess the angle I was taking was more along the lines of:


{
  if (_x in _array && (_x distance _center < 150)) then {deleteVehicle _x}
} forEach _array;

 

 

Ah, ok I get it now. I had an array of class names, but you created an array of objects at the point of object creation. That would have worked as well.

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