DestroyDynamicObject - Printable Version
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+--- Thread: DestroyDynamicObject (
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DestroyDynamicObject -
MerryDeer - 28.02.2017
Hi,
If i DestroyDynamicObject
new objectid;
onGameModeInit
objectid = CreateDynamicObject
somewhere:
DestroyDynamicObject( objectid );
and instantly
objectid = CreateDynamicObject
So for ex, when ongamemodeinit object id is 0, when i destroy, and create object id will 0?
Re: DestroyDynamicObject -
Dokins - 28.02.2017
I don't understand and I'm not sure anyone else will?
Can you be a little more clear.
Re: DestroyDynamicObject -
Toroi - 28.02.2017
Test it yourself.
Код:
public OnGameModeInit()
{
new fasdas;
fasdas = CreateDynamicObject(params);
printf("%d this is the object id",fasdas);
DestroyDynamicObject(fasdas);
fasdas = CreateDynamicObject(params);
printf("%d this is the new object id",fasdas);
return 1;
}
Re: DestroyDynamicObject -
Sew_Sumi - 28.02.2017
Quote:
Originally Posted by Troydere
Test it yourself.
Код:
public OnGameModeInit()
{
new fasdas;
fasdas = CreateDynamicObject(params);
printf("%d this is the object id",fasdas);
DestroyDynamicObject(fasdas);
fasdas = CreateDynamicObject(params);
printf("%d this is the new object id",fasdas);
return 1;
}
|
Yep, it's not hard if you know how to check variables and such...
Re: DestroyDynamicObject -
MerryDeer - 28.02.2017
Yes, but it's always the same, i mean when destroydynamicobject, always function createdynamicobject will be created with ID, in free space?
Re: DestroyDynamicObject -
Sew_Sumi - 01.03.2017
Either the ID matches, or it doesn't... Which is it?