OFPEC Forum

Editors Depot - Mission Editing and Scripting => OFP - Editing/Scripting Multiplayer => Topic started by: BaKaRa on 04 Jul 2003, 14:46:33

Title: Hide Bodies ...
Post by: BaKaRa on 04 Jul 2003, 14:46:33
Hi !
I've Tried To Use Da Dreaming_Adam's Script For Clean Corpse ( http://www.ofpec.com/editors/resource_view.php?id=94 ) But It's Impossible For Me To Do Dat Crap Working !!! I Changed Syntax Many Times. SomeTimes I'Ve No Error Message But The Fuckin Dead Body Stay !!! Don't Work Cause I'M In Da Editor ??? ? If Not, Could SomeOne Adjust Those 2 Little Scripts Or Post Here Another Way To Do Dat Please ?
Title: Re:Hide Bodies ...
Post by: borrowed soap on 11 Jul 2003, 22:02:32
tomb just posted on the other side, and this is what he came up with (jettison the dreaming adam stuff):

"The best thing you can do is to make 3-4 triggers, covering the area...

som'n like:


"DeleteVehicle _X" foreach ThisList


let them fire ONE time (they only seem to work once anyway), with a delay!

*this is what im gonna try later tonight, tomb usually knows his stuff
Title: Re:Hide Bodies ...
Post by: PheliCan on 15 Jul 2003, 18:36:54
Check out the topic "deletevehicle" below/above... I've posted a script that removes dead bodies. Check it out!
Title: Re:Hide Bodies ...
Post by: DrStrangelove on 15 Jul 2003, 23:32:37
Place a living speznaz somewhere on your map (out of the way), put in his init line: "eastdummygroup = group this"

All soldiers that should be deleted upon death, need this in their init lines:
this exec "dead.sqs"

this works for dynamicly spawned units, too. like this:
"sebnam_vcofficer" createUnit [getPos _base, eastdummygroup,"this exec {dead.sqs}"]

Finally place this script as 'dead.sqs' into your mission folder:

Code: [Select]
; Deletes dead units, run with:
; this exec "dead.sqs"

#deadloop
~30
?(alive _this):goto "deadloop"
~(random 30)
(leader eastdummygroup) action ["hidebody",_this]
~3
deleteVehicle _this
EXIT

Dead ppl sink smoothly into the ground, before getting deleted. Every soldier will run this script, but it doesn't lag very much, i tried it with over 300 men. It's cool.
Title: Re:Hide Bodies ...
Post by: Zombie on 18 Jul 2003, 00:38:22
This ALWAYS works for me.  Just name every player, then make a trigger, activated repeatedly, and condition !alive unitname, on activation [] exec ap.sqs
;;this deletes bodies
_body =_this select 0
~15
deleteVehicle _body
 
exit