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Author Topic: guess what? a createunit problem...  (Read 3209 times)

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Offline macguba

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    • macguba's operation flashpoint page
Re:guess what? a createunit problem...
« Reply #15 on: 17 Jan 2004, 17:45:37 »
This forum welcomes questions based on all versions  of OFP.   It's just that the lower the version, the more jocular abuse you have to put up with.  ::)  ;D
Plenty of reviewed ArmA missions for you to play

Offline myke13021

  • Contributing Member
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  • Myke
Re:guess what? a createunit problem...
« Reply #16 on: 17 Jan 2004, 17:48:24 »
i agree that resi is easier to handle, looks way better and all this...it's just....i use 1.46 for the reasons i told before....

so if someone could help or at least tell me "theres no way to do what you try to do" ....i would be glad

deaddog

  • Guest
Re:guess what? a createunit problem...
« Reply #17 on: 17 Jan 2004, 23:27:13 »
Quote
i guess i have to accept there's no way to delete the dead bodies.
Don't give up so easily.  This next version worked (I actually tested it with 1.46).

Get rid of the soldiers=[] from your init.sqs.  We don't need it now.

Place a game logic and name it "server"

Place a very large trigger (5000X5000) or large enough to cover the area you are playing.  Make it :
activation: anybody, repeatedly
name: deletetrigger
condition:this


Execute this script at the beginning of your mission (via init.sqs)

[] exec "deletebodies.sqs:


Code: [Select]
;deletebodies.sqs

?!local server:exit


#loop
_temp=+(list deletetrigger)

~10

_s=+(list deletetrigger)

?count _s == count _temp:goto "loop"


_i=0

#l1
_u=_temp select _i

?!alive _u:deletevehicle _u

_i=_i+1
?_i<count _temp:goto "l1"


goto "loop"

This worked for soldiers created by "createunit" but didn't delete players when killed.
« Last Edit: 17 Jan 2004, 23:28:28 by deaddog »