spetu Posted April 21, 2015 Share Posted April 21, 2015 Is it possible to completely remove meteor showers from an already created map by console commands?If not, is it possible anyway? Link to comment Share on other sites More sharing options...
XirmiX Posted April 21, 2015 Share Posted April 21, 2015 You: Is it possible?Me: NoYou: Is it possible anyway?Me: NoYou: Is it possible anyway?Me: NoYou: Is it possible anyway?Me: NoYou: Is it possible anyway?Me: NoYou: Is it possible anyway?Me: No... Link to comment Share on other sites More sharing options...
spetu Posted April 21, 2015 Author Share Posted April 21, 2015 well, thats sad Link to comment Share on other sites More sharing options...
DarkXero Posted April 21, 2015 Share Posted April 21, 2015 c_find("meteorspawner"):Remove() Repeat until all meteorspawners are gone. Link to comment Share on other sites More sharing options...
rezecib Posted April 21, 2015 Share Posted April 21, 2015 @XirmiX, Why bother saying something if you have no idea what you're talking about... @spetu, Meteors are produced by meteorspawner prefabs, which can definitely be removed, as DarkXero showed. If you don't want to repeat the console command a bunch of times, you almost certainly have fewer than 100 meteorspawners in your world, so you can do this:for k,v in pairs(TheSim:FindEntities(0,0,0,10000, {"CLASSIFIED"}) do if v.prefab == "meteorspawner" then v:Remove() end endEdit: Fixed the command. By default meteorspawners are excluded from FindEntities, so you have to force it to look for CLASSIFIED entities. Edit 2: Orr use DarkXero's one, it's shorter. Link to comment Share on other sites More sharing options...
XirmiX Posted April 21, 2015 Share Posted April 21, 2015 @XirmiX, Why bother saying something if you have no idea what you're talking about...I was making a joke. For all I knew you could not remove them. The spaw places did not seem to me as some sort of items or structures, so I assumed that you cannot remove them. And I do know what I'm talking about; I always know what I'm talking about. It all depends on your interpretation of what I'm saying when it comes to written expressions.EDIT: omg; I keep writing jot instead of not. Might as well replace the word with jot, or something... >_> jot Link to comment Share on other sites More sharing options...
spetu Posted April 21, 2015 Author Share Posted April 21, 2015 @XirmiX, Why bother saying something if you have no idea what you're talking about... @spetu, Meteors are produced by meteorspawner prefabs, which can definitely be removed, as DarkXero showed. If you don't want to repeat the console command a bunch of times, you almost certainly have fewer than 100 meteorspawners in your world, so you can do this:for i = 1,100 do c_find('meteorspawner'):Remove() end Thanks both of you DarkXero and rezecib ! Link to comment Share on other sites More sharing options...
spetu Posted April 21, 2015 Author Share Posted April 21, 2015 I was making a joke. For all I knew you could not remove them. The spaw places did not seem to me as some sort of items or structures, so I assumed that you cannot remove them. And I do know what I'm talking about; I always know what I'm talking about. It all depends on your interpretation of what I'm saying when it comes to written expressions.EDIT: omg; I keep writing jot instead of not. Might as well replace the word with jot, or something... >_> jot Making jokes when someones is asking for help is quite pointless, but oh well... Link to comment Share on other sites More sharing options...
XirmiX Posted April 21, 2015 Share Posted April 21, 2015 Making jokes when someones is asking for help is quite pointless, but oh well...Actually, now that I look back at my post on this topic about you asking for help, I wasn't actually joking. I was trying to present to you that your question makes no sense logically. In other words...You asked a question whether it is or is not possible to despawn meteor spawn points, then making an assumption that it cannot be done and then asking again whether it would be possible. So literally, what you were asking is: "Is this possible, if not the can it still be possible?" Very contradicting and if that is not what you were trying to say, then I would be glad to hear what you actually meant to say in your text./\ What I wrote above is what I could've written in the first post. However, it is much simpler to write it as a pun or a joke, which I would assume be simple enough to comprehend, however it doesn't seem to be the case for you or rezecib and probably jbeetle as well. Link to comment Share on other sites More sharing options...
DarkXero Posted April 22, 2015 Share Posted April 22, 2015 @XirmiX,First, let us look here: http://www.merriam-webster.com/dictionary/anyway"Anyway: despite something that has been stated before". Now, let me rephrase you the OP: Is it possible to completely remove meteor showers from an already created map by console commands?If not (possible to remove showers via console commands), is it possible in any other way despite it couldn't be done with console commands? Link to comment Share on other sites More sharing options...
spetu Posted April 22, 2015 Author Share Posted April 22, 2015 Oh btw, DarkXero, it seems like the command isnt working, im not sure, iv put the command line and used it more than 200 times and still there are meteors falling, i dont know what i can possibly be doing wrong, any tips?c_find("meteorspawner"):Remove() this is the line im typing on console , and when i hit enter heres what i get :[string "c_find("meteorspawner"):Remove()"]:1 attempt to index a nil valuenot sure if its working or not Link to comment Share on other sites More sharing options...
DarkXero Posted April 22, 2015 Share Posted April 22, 2015 If you are on a dedicated server, you have to press Ctrl to issue remote commands. Link to comment Share on other sites More sharing options...
spetu Posted April 22, 2015 Author Share Posted April 22, 2015 If you are on a dedicated server, you have to press Ctrl to issue remote commands.not dedicated server, just normal hosting, iv eddited my previous post with some more info. Link to comment Share on other sites More sharing options...
DarkXero Posted April 22, 2015 Share Posted April 22, 2015 Yes, my apologies, meteorspawners have the classified tag, so they get excluded from FindEntities by default.So c_find and c_gonext are useless. Use this:for k,v in pairs(Ents) do if v.prefab == "meteorspawner" then v:Remove() end end Link to comment Share on other sites More sharing options...
spetu Posted April 22, 2015 Author Share Posted April 22, 2015 Yes, my apologies, meteorspawners have the classified tag, so they get excluded from FindEntities by default.So c_find and c_gonext are useless. Use this:for k,v in pairs(Ents) do if v.prefab == "meteorspawner" then v:Remove() end end Im really not used to this stuff, sorry for being such a dummy, but if i copy/paste this command line you just sent me >for k,v in pairs(Ents) do if v.prefab == "meteorspawner" then v:Remove() end end< will it work? , could you be a little bit more clear on what i need to type directly on the console? Link to comment Share on other sites More sharing options...
DarkXero Posted April 22, 2015 Share Posted April 22, 2015 Yes, just copy and paste that line just as it is, no more, no less. Link to comment Share on other sites More sharing options...
spetu Posted April 22, 2015 Author Share Posted April 22, 2015 the answer i get from console is "attempt to call a nil value"not sure if it worked, is there some way to check? Link to comment Share on other sites More sharing options...
DarkXero Posted April 22, 2015 Share Posted April 22, 2015 c_countprefabs("meteorspawner") will print "There are X Y in the world". X, the number; Y, the prefab. And you are not getting the "attemping to do on nil value", that's from the previous commands.The FOR prints nothing in the log. Link to comment Share on other sites More sharing options...
spetu Posted April 22, 2015 Author Share Posted April 22, 2015 oh it worked, thanks a lot for your patience/help DarkXero! Link to comment Share on other sites More sharing options...
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