Is there a way to remove the COMPLETE map? -
justsomeguy - 23.12.2011
Hello, as the title says I am wondering if it is possible to remove the whole map in one code? Because I need this for a project.
I once tried a small piece of code that should've removed it all but it made SA-MP crash.
Does anyone know a way wich doesn't invlolve me sitting infront of my pc carefully selecting every object and deleting them?
Re: Is there a way to remove the COMPLETE map? -
vassilis - 23.12.2011
O.O you want to delete whole san andreas? if i undestood well? :P
Re: Is there a way to remove the COMPLETE map? -
Calgon - 23.12.2011
In "one code?" Probably not. I think your best bet is trying to individually remove buildings in your area with the RemovePlayerBuilding function, but you're going to have hundreds of lines of code.
Re: Is there a way to remove the COMPLETE map? -
rinori - 23.12.2011
Quote:
Originally Posted by Calgon
In "one code?" Probably not. I think your best bet is trying to individually remove buildings in your area with the RemovePlayerBuilding function, but you're going to have hundreds of lines of code.
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Thousands of line of codes.
Re: Is there a way to remove the COMPLETE map? -
justsomeguy - 23.12.2011
Ah poop, and there is no such code with all the removebuidlings yet?
Re: Is there a way to remove the COMPLETE map? -
Calgon - 23.12.2011
JernejL's map editor is pretty advanced, if you can select masses of objects to delete, I'm sure it'll be a lot easier.
If you're looking in to remapping an area, why don't you consider taking some woodland and trying to remove the objects from the area? If you can.
Quote:
Originally Posted by rinori
Thousands of line of codes.
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True.
Re: Is there a way to remove the COMPLETE map? -
Ash. - 23.12.2011
I don't think this is possible with a 'few lines' of code, though is definitely possible.
A way to check if a 'static' object (San Andreas object) is valid would go down a treat in this case.
pawn Код:
#define SA_OBJECTS 18630 //I'm basing this number on the fact that SA-MP objects start at 16831
for(new i; i < SA_OBJECTS; i++)
{
if(!IsValidStaticObject(i)) continue;
RemoveSpecificBuilding(i); //A function from my include. Though it is basically: RemoveBuildingForPlayer([everyone], i, 0.0, 0.0, 0.0, A_HIGH_NUMBER.0);
}
Re: Is there a way to remove the COMPLETE map? -
justsomeguy - 23.12.2011
Quote:
Originally Posted by funky1234
I don't think this is possible with a 'few lines' of code, though is definitely possible.
A way to check if a 'static' object (San Andreas object) is valid would go down a treat in this case.
pawn Код:
#define SA_OBJECTS 18630 //I'm basing this number on the fact that SA-MP objects start at 16831
for(new i; i < SA_OBJECTS; i++) { if(!IsValidStaticObject(i)) continue; RemoveSpecificBuilding(i); //A function from my include. Though it is basically: RemoveBuildingForPlayer([everyone], i, 0.0, 0.0, 0.0, A_HIGH_NUMBER.0); }
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Are yuo sure that will work?
Re: Is there a way to remove the COMPLETE map? -
Notis123 - 23.12.2011
Quote:
Originally Posted by justsomeguy
Are yuo sure that will work?
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Are you sure you're smart?TEST IT.
Re: Is there a way to remove the COMPLETE map? -
Ash. - 23.12.2011
Quote:
Originally Posted by justsomeguy
Are yuo sure that will work?
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It won't work, as there is no "IsValidStaticObject()" function. I was just giving an example as to how it could work. You could create an IsValidStaticObject function, then my code would work!