Scripts / [SOLVED] Destroy(e) not working

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Tarkus1971
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Posted: 19th Apr 2019 10:33
Is the command Destroy(e) now not working??????
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3com
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Posted: 19th Apr 2019 12:57 Edited at: 19th Apr 2019 12:59
I've tested with trigger, barrel, medbox and chips, and it works for me. Using plrinzone.lua and health.lua file respectively.
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synchromesh
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Posted: 19th Apr 2019 13:17
Same here no problems ..
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Tarkus1971
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Posted: 19th Apr 2019 17:21
i see, yes works on dynamic objects, not static objects or animated objects?
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King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
AmenMoses
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Posted: 19th Apr 2019 17:57
Static objects don't run scripts!

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Tarkus1971
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Location: England, UK
Posted: 19th Apr 2019 18:54
im running a script in a zone to destroy a static object. ie Destroy(1) the zone is entity 2, will not destroy entity 1.
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King Korg Synth, Alesis SR18 Drum Machine, Akai MPX8 sample player, Roland Fantom XA Synth, Axus Digital AXK2 Digital Drum Kit, Novation Ultranova Synth, Waldorf Blofeld Synth, Roland D05 Synth Module, Bluedio Victory V Headphones, AKG K141 Studio Headphones, Lenovo Ideapad, with Windows 10 64bit, 8Gb Ram and AMD A10 7th Gen Graphics. Acer Swift i3 Laptop with Intel Optane memory, Intel 620UHD GPU, Windows 10 64bit.
Belidos
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Posted: 19th Apr 2019 19:13
As far as i now static entities cannot process or be affected by scripts.

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Flatlander
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Posted: 19th Apr 2019 20:44
If you really want that entity destroyed, then make it a dynamic entity and make sure that it is immovable. This is what I have done for static entities I wanted to destroy or hide.
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smallg
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Posted: 19th Apr 2019 21:14
yes that's intended, the engine separates the 2 because there could be thousands of objects in the map and knowing the majority of them are static means it can safely ignore them thus allowing it to be faster when dealing with script updates.
as flatlander says you can just make it not static but isimmobile = yes which will make it appear static to the player but still allow it to be affected by scripts
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Teabone
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Posted: 19th Apr 2019 21:24
This post has been marked by the post author as the answer.
This topic should be moved to scripting
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