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You can use this script in init.c to remove an item that goes haywire.
// Delete all occurrences of defined objects on the server - Start
// Set isActiveDeleteObjects to 0 if you want to disable deleting objects every restart.
int isActiveDeleteObjects = 1;
TStringArray deleteTheseObjects = new TStringArray;
// Set which objects to delete. Add more objects by comma separate them, for example: deleteTheseObjects = {"ZenPetrolLighter", "OtherObject1", "OtherObject2"} etc.
deleteTheseObjects = {"ZenPetrolLighter"};
if (isActiveDeleteObjects == 1)
{
array<Object> objects = new array<Object>;
GetGame().GetObjectsAtPosition("7500 0 7500", 10000, objects, null);
foreach (Object obj: objects)
{
for (int i = 0; i < deleteTheseObjects.Count(); ++i)
{
if (obj.GetType() == deleteTheseObjects)
GetGame().ObjectDelete(obj);
}
}
}
// Delete all occurrences of defined objects on the server - End
And check the typefile afterwards so everything is good.