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Strs

mission clean up memory address

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Strs

i need little help  here 

as you can see here  its for mission cleanup list what i want is make it script please

 

this makes me confused here 

why confused ? its from russian forum so idk if its right 

 

1: Maximum items on the list is 75. Each item has the following structure:

2:+4 = [dword] entity handle (an index in the proper pool)

3:+0 = [byte] Entity type:

 

i try to make script for it to show in game that which type of entity loaded when mission started it should show 

any vehicle or actor or object or  txd_dictionary what ever game load in mission if all entity yes i want it show all of them if 2 or 3 entity it should show in game thats what i want

what is my problem now is it shows only 1 at a time 

decision maker or actor only it shows sometime vehicle i know that there is other things too its has been loaded actor objects and vehicle of course  

 

0xA90850 - Start of the mission cleanup list. This list keeps the handles of any entities created during a mission. When the opcode 00D8 executed (normally it happens at the end of any mission), the game reads this list and destroys everything being stored there. Maximum items on the list is 75. Each item has the following structure:

  • +0 = [byte] Entity type:
    • 1 - vehicle
    • 2 - actor
    • 3 - object
    • 4 - particle
    • 5 - group (062F)
    • 7 - AS_origin (061D)
    • 8 - action_sequence
    • 9 - decision maker
    • 11 - searchlight
    • 13 - txd_dictionary
  • +4 = [dword] entity handle (an index in the proper pool)

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ZAZ
20 hours ago, Strs said:

When the opcode 00D8 executed (normally it happens at the end of any mission), the game reads this list and destroys everything being stored there

No, it doesn't. It only restores something like weather and traffic

Actors, objects, vehicle, markers, pickups needs to be cleaned explicite by specifc script codes

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Strs

look here  

(This list keeps the handles of any entities created during a mission. When the opcode 00D8 executed (normally it happens at the end of any mission), the game reads this list and destroys everything being stored there. Maximum items on the list is 75) it says 75 of them and you say No, it doesn't.

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OrionSR
Posted (edited)
00D8: mission_has_finished

All I'm expecting from this command is that it will alter the fields of actors, objects and vehicles like created by or in use by a mission. Important entities will not be cleaned up with the garbage when out of sight or when a clear area command is issued. So, for example, you can't crash the mission by parking Ryder and his car with boxes in the back in a save garage and letting the door close.

 

I would not expect entities on the mission list to be destroyed at the end of the mission unless, like in many standard missions in main.scm, the entities are removed by explicit codes at the end of the mission. Often the entities are simply released from the list an allowed to wander off, get collected with the garbage, or get jacked and saved in a garage.

And as always, extra care must be used with stuff like blips, pickups, cargens and objects or they'll accumulate in the save file and clog the pools. Mobile saves can also include actors and vehicles, so... always be careful and keep track of your entities. Don't expect the game to clean things up for you.

 

Added: I don't have experience with the other entity types listed. I assume they'd work similarly to actors, objects and vehicles. I believe there's a code to allow an actor to maintain it's task after the mission - haven't used it.

Edited by OrionSR

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