![]() This is solved with the waitUntil _targetCount stuff. I found that deleting objects takes some time, resulting in the fnc_save_eh function returning 'true' before objects are actually deleted (therefore said objects end up being saved and cluttering the save file). } forEach ((allVariables missionNamespace) select //wait for the "saving." display to disappearĬall fnc_sys_init //save is supposed to be done, so we can start repopulating the map ![]() _o = missionNamespace getVariable ("aradus_var_" + "m_s_r_o_"+str _x) _so = (missionNamespace getVariable "aradus_var_spwnd_rcks") get ("myst_rock_"+str _x) There're all stored in global variables, which are deleted after running the delete command : It's mostly ruins spawned on hidden structures, wrecks, vegetation and rocks.
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