Ofcourse the code you pasted will work, just like as you said.
But your problem is not create/destroy object as you said it does work, as you said again your problem is "a certain time" that objects begin rise or not deleted when other events have been destroyed. But you did not show us the "Event Callback" codes at where you are creating and destroying the objects, so how do we know when it's called? For sure, if you place code on global scope like that same as exactly in the pastebin, the create and destroy object code will not have executed.
Here, "event callback" that i mean is the certain time when something is changed or updated so it can be handled with code (example, OnPlayerConnect, it's an event that is called when a player successfully connected to the server).
So we are expecting that you showed us the code where you used it like this:
Код:
new ObjectosCS[18];
public LoadEvent() // your custom callback for loading event
{
// ....
ObjetosCS[1] = CreateObject(3434, 1491.32349, 2773.79346, 14.19130, 0.00000, 0.00000, 90.00000,100.0);
// etc
}
public EndEvent() // your custom callback for ending event
{
// ...
for(new f = 0; f < sizeof(ObjetosCS); f ++)
{
DestroyObject(ObjetosCS[f]);
}
// ...
}
And then we might help you identify the problem.
The reason is you might have not done the code correctly on event callback, or there are some cases when the object should be destroyed but you didn't placed the destroy object code there...
Also i'm not sure what you mean with 1000 objects, i think if you have created alot objects (more than 1000 at a time), then you need to use
Streamer Plugin.
Well, that's all i can guess, good luck finding that certain time cases

hope that can helps.