Nesthor 11 Posted December 23, 2019 Share Posted December 23, 2019 I have a problem that I could not solve, and I would like to know if it is "normal" or I am doing something wrong. First, I write some very simple code that soup peds and cars in x place, as normal scripts are activated when the player is near the area. Thento deactivate it I use an area from the same point but larger, for example if it is activated being 100 meters is deactivated when you move away 150 meters. The problem is that if the player for any reason stays close to that area (within 150 meters) and closes the game or closes it, when the game resumes the cars are doubled since it does not leave the area that activates the elimination. I have partially solved this problem using code 014B but if I put several cars nearby it only generates some and not all. Is there any way to do that if the game closes when resuming game, clean the area in case there are vehicles from the previous game? Link to post Share on other sites
OrionSR 2,428 Posted December 24, 2019 Share Posted December 24, 2019 I'm assuming this is an issue with the Android version of San Andreas... Car generators will probably cause more problems than they are worth. The spawning issue with cargens can be mitigated with the force spawn flag and proper spacing but without careful management the process will add new cargens every time the save is loaded and resaved, and eventually will stuff the cargen so full that there will be no room for streaming cargens to spawn. The general rule is to be very careful with how cargens, pickups, blips and objects are used in scripts as they will eventually break the save. On Android the problem is worse because mission cars and peds are also included in the save file. Mission cars and peds won't be removed by a clear area command, and if their handle is stored in a local variable of a cleo script they will become... unattached, and hard to remove. Depending on what else you want your cars and peds to do after creation: if you can "remove references" and basically turn them into random cars and peds, then they shouldn't persist in the save and can be removed with clear area commands. You could probably even get away with leaving out the elimination process and let the game clean them up with the rest of the garbage when leaving the area. 1 Link to post Share on other sites
Nesthor 11 Posted December 24, 2019 Author Share Posted December 24, 2019 1 hour ago, OrionSR said: I'm assuming this is an issue with the Android version of San Andreas... Car generators will probably cause more problems than they are worth. The spawning issue with cargens can be mitigated with the force spawn flag and proper spacing but without careful management the process will add new cargens every time the save is loaded and resaved, and eventually will stuff the cargen so full that there will be no room for streaming cargens to spawn. The general rule is to be very careful with how cargens, pickups, blips and objects are used in scripts as they will eventually break the save. On Android the problem is worse because mission cars and peds are also included in the save file. Mission cars and peds won't be removed by a clear area command, and if their handle is stored in a local variable of a cleo script they will become... unattached, and hard to remove. Depending on what else you want your cars and peds to do after creation: if you can "remove references" and basically turn them into random cars and peds, then they shouldn't persist in the save and can be removed with clear area commands. You could probably even get away with leaving out the elimination process and let the game clean them up with the rest of the garbage when leaving the area. NiThat's right, I'm running cleos on Android. I tried to eliminate the references once the cars were created, but I have the disadvantage that these cars disappear as soon as I see them, and I would like them to remain there at least until the end of the game or the player closes the game. Anyway, I guess there is nothing left but to take the precaution of activating and finishing the script in smaller areas, or failing to warn the player not to finish the game or close the game near the activation area Link to post Share on other sites
ZAZ 663 Posted December 26, 2019 Share Posted December 26, 2019 On 12/24/2019 at 8:44 AM, Nesthor said: NiThat's right, I'm running cleos on Android. good to know and good that i didn't tried to help before Orion made post Link to post Share on other sites