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Bellicosity

1.3 Bug DeleteCollection

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It took me some time to figure out what was causing this so I hope this post will help someone in the future. Every SECOND time I would preview a certain mission ARMA2 would crash on me. I deleted portions of the mission at a time trying to narrow down what was causing it.

I finally found it. It was a game logic with a deleteCollection being ran on a nearby static object. It worked the first preview through but the second one crashed the game.

Very annoying to say the least. Hope someone else doesnt spend a chunk of their time trying to figure out the same thing.

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It took me some time to figure out what was causing this so I hope this post will help someone in the future. Every SECOND time I would preview a certain mission ARMA2 would crash on me. I deleted portions of the mission at a time trying to narrow down what was causing it.

I finally found it. It was a game logic with a deleteCollection being ran on a nearby static object. It worked the first preview through but the second one crashed the game.

Very annoying to say the least. Hope someone else doesnt spend a chunk of their time trying to figure out the same thing.

I have the same problem, hopefully downloading a latest patch 1.03 will solve the problem. Please any one let me know if there is a difrent solution to the problem. THanKs

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V1.03

I just tried what you describe and couldn't simulate the bug.

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Make a gamelogic with this in its init:

deleteCollection (getPos this nearestObject 353938)

Its the tree inside Rog if you're wondering

The first time you preview everything is dandy and the tree is gone

The second time it crashes the game

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Correct me if I'm wrong but I read somewhere that if you try to remove pre-placed objects of the island, they will be gone until you reload the entire island.

So, you remove the tree the first time, it works. You try to remove it a second time but it's already gone, game is confused and decides to crash.

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Make a gamelogic with this in its init:

deleteCollection (getPos this nearestObject 353938)

Its the tree inside Rog if you're wondering

The first time you preview everything is dandy and the tree is gone

The second time it crashes the game

I see I was testing using a placed object. it does indeed ctd on the second run.

I don't see it as a show stopper, using the scripted version still seems to work at least on Utes. I'm trying to stay clear of ID'd as they keep messing with them anayway.

---------- Post added at 01:11 AM ---------- Previous post was at 01:08 AM ----------

Correct me if I'm wrong but I read somewhere that if you try to remove pre-placed objects of the island, they will be gone until you reload the entire island.

So, you remove the tree the first time, it works. You try to remove it a second time but it's already gone, game is confused and decides to crash.

I think your right I've never used it in this way, the version I use creates a list of objects and deletes them, when run again they are gone so the script probably doesn't do anything.

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Maybe you can add something that first checks whether an object with a certain ID is alive before it tries to delete it? Like if isnull or if isnil or something like that?

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Just noticed that when using the deletecollection on a bridge for example that the bridge would dissapear as expected. on consecutive previews the bridge was no longer there.

NOTE: Was using the command via a waypoint. even before the command was triggered on consequtive runs the birdge was still gone after the initial preview.

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Mapper placed objects that are deleted are gone until you reload the map.

Damn :( I am trying to have a bridge destroyed near Solnichy, south of Berenzino at the factory area. Its a road bridge and I've tried everything but can't get the damn road that goes over the bridge to collapse. Only the rails and the cement block underneath. Deletecollection was the only thing that worked but then never loaded again :(

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