Possible? - Streamer
#1

Is it possible to loop through all streamer objects and get whether that object is in world x?

I'm trying to loop through all objects in one world and destroy it after a few minutes without having to add 'Objects[i]' on every streamer create object.

Thanks in advance!
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#2

There is Streamer_CountItems and Streamer_GetIntData, although I have no idea if objects are numbered sequentially and if objectids are reused.
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#3

This is what I found in the topic:

Code:
native Streamer_GetIntData(type, {Text3D,_}:id, data);
native Streamer_CountItems(type, serverwide = 1);
Any ideas on how I can implement it on a simple CreateDynamicObject?

Also, I found this:

Code:
native Streamer_DestroyAllItems(type, serverwide = 1);
Does this native function the way I wanted it to function?
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#4

So you would like to destroy all objects that are in virtual world X?

Code:
// Looping through all of the objects on the server.
for(new i = 0; i < Streamer_CountItems(STREAMER_TYPE_OBJECT, 1); i++)
{
    // Getting the virtual world of the object.
    new virtual_world = Streamer_GetIntData(STREAMER_TYPE_OBJECT, i, E_STREAMER_WORLD_ID);
    
    // For example let's say we want to destroy all the objects in virtual world 777.
    if(virtual_world == 777) { DestroyDynamicObject(i); }
}
I haven't tested this but i'm 90% sure that this should work.
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#5

It gives me this error:

Code:
*** Streamer_GetIntData: Invalid data specified
using this:

Code:
for(new i = 0; i < Streamer_CountItems(STREAMER_TYPE_OBJECT, 1); i++)
{
    new World = Streamer_GetIntData(STREAMER_TYPE_OBJECT, i, E_STREAMER_WORLD_ID);
	    
    if(World == WORLD_CSDM) DestroyDynamicObject(i);
}
Any ideas? I have reviewed the code using the the topic for streamer but I can't see anything wrong.

EDIT: Also, the server freezes for 5 seconds when using that snippet
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#6

pawn Code:
for(new i = 0; i < CountDynamicObjects(); i++)
{
    new World = Streamer_GetIntData(STREAMER_TYPE_OBJECT, i, E_STREAMER_WORLD_ID);
       
    if(World == WORLD_CSDM) DestroyDynamicObject(i);
}
If the objects are sequentially numbered, than this could help you.
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#7

Quote:

Also, the server freezes for 5 seconds when using that snippet

If you have a lot of objects then looping them all may take some time. Codes above are valid, message about invalid data is probably caused by trying to get non-exist object's world, so before getting world check if object is valid.
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#8

My code atm:

Code:
for(new i = 0; i < CountDynamicObjects(); i++)
{
    if(!IsValidDynamicObject(i)) continue;
    if(Streamer_GetIntData(STREAMER_TYPE_OBJECT, i, E_STREAMER_WORLD_ID) != WORLD_CSDM) continue;
	    
    DestroyDynamicObject(i);
}
I tried to optimize it a little bit. Still doesn't work, still lags.. Should I just give up this idea?
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#9

For me this code works

Code:
public OnGameModeInit()
{
	CreateDynamicObject(3534, 2105.08276, 1003.17114, 45.41970, 0.0, 0.0, 0.0, 0, 0, -1); //objectid: 1
	CreateDynamicObject(3534, 2110.11450, 1003.30292, 45.41975, 0.0, 0.0, 0.0, 0, 0, -1); //objectid: 2
	CreateDynamicObject(3534, 2109.27148, 1001.49146, 45.41970, 0.0, 0.0, 0.0, 1, 0, -1); //remove this || objectid: 3
	CreateDynamicObject(3534, 2106.31641, 1001.41577, 45.41970, 0.0, 0.0, 0.0, 0, 0, -1); //objectid: 4
	CreateDynamicObject(3534, 2109.27148, 1004.59882, 45.41970, 0.0, 0.0, 0.0, 1, 0, -1); //remove this || objectid: 5
	CreateDynamicObject(3534, 2106.31641, 1004.71191, 45.41970, 0.0, 0.0, 0.0, 0, 0, -1); //objectid: 6
	return SetTimer("deleteMe", 1000, 0);
}

forward deleteMe();
public deleteMe()
{
	for(new objectid = 1, j = Streamer_CountItems(STREAMER_TYPE_OBJECT, 1); objectid != j; objectid++)
	{
		if(!IsValidDynamicObject(objectid) || Streamer_GetIntData(STREAMER_TYPE_OBJECT, objectid, E_STREAMER_WORLD_ID) != 1)
		{
			continue;
		}
		printf("DestroyDynamicObject(%d)", objectid);
		DestroyDynamicObject(objectid);
	}
	return 1;
}
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