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Author Topic: Dead Body remover (OBSOLETE)  (Read 6599 times)

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Offline myke13021

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Dead Body remover (OBSOLETE)
« on: 17 Mar 2007, 12:30:25 »
As i'm was suggested to release this little script as standalone, here it is.

This script will let sink any dead unit into the ground and delete it after 30 seconds

It needs:
1 Gamelogic, named "Server"
1 Saboteur or Spetznaz, named "terminator. This unit can/shall be placed far away from every fighting area (tiny offshore island)

Code: [Select]
; remover.sqs
?! (local server): exit
_unit = _this select 0
~30
terminator action ["HIDEBODY", _unit]
~10
deletevehicle _unit
exit

Here the script call which goes in the init line of each unit you like to have deleted after its dead:
Code: [Select]
this addEventHandler ["killed", {_this exec "remover.sqs"}]


Spooner 2007-09-22: This has been obsoleted because the functionality has been re-submitted as part of myke13021's "Coop essentials" Package.
« Last Edit: 23 Sep 2007, 16:00:31 by Spooner »

Offline Cheetah

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Re: Dead Body remover
« Reply #1 on: 17 Mar 2007, 13:43:44 »
If you like the animation that the body is burried, use the terminator. You might want to add the possibility to just deleteVehicle the unit, that way there doesn't have to be a terminator guy.
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Offline colligpip

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Re: Dead Body remover
« Reply #2 on: 17 Mar 2007, 17:05:15 »
is there anyway of having it reomve just any dead body on the map after 30 secs

Offline myke13021

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Re: Dead Body remover
« Reply #3 on: 17 Mar 2007, 21:03:43 »
i think everyone is capable to delete these lines for themselves if they don't want to have the smooth sink-into-ground effect:

Code: [Select]
terminator action ["HIDEBODY", _unit]
~10

this way you can get rid off the terminator unit. But as i was often asked how to achieve the sink effect, i build it in.

Offline Trash Can Man

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Re: Dead Body remover
« Reply #4 on: 19 Mar 2007, 05:40:39 »
It didn't work for me  ???

Offline myke13021

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Re: Dead Body remover
« Reply #5 on: 19 Mar 2007, 18:45:18 »
@Trash Can Man

a little bit more info would be nice...what didn't worked, did you get any error message?

Offline Trash Can Man

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Re: Dead Body remover
« Reply #6 on: 19 Mar 2007, 20:56:17 »
actually, there was no error given.... I waited a whole minute and the body remained.

Offline Cheetah

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Re: Dead Body remover
« Reply #7 on: 19 Mar 2007, 21:07:33 »
You placed down the terminator and the logic?
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Offline Trash Can Man

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Re: Dead Body remover
« Reply #8 on: 19 Mar 2007, 21:15:20 »
yes I did... ???

Offline myke13021

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Re: Dead Body remover
« Reply #9 on: 19 Mar 2007, 22:34:28 »
@ Trash Can Man

2 Questions:
What type of Unit you placed as "terminator"?
And surely you added the eventhandler to the unit?

Offline Trash Can Man

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Re: Dead Body remover
« Reply #10 on: 19 Mar 2007, 23:34:55 »
for the terminator I used the ArmA version of spec ops.
Yes I did add an eventhandler to the unit

Offline satexas69

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Re: Dead Body remover
« Reply #11 on: 20 Mar 2007, 08:36:19 »
Myke -

Thanks for releasing this. Since the feature isn't built into the game (yet) as an option, I think it should be a mandatory add for every CTF or unit-heavy map.

The wonders it does in it's basic concept alone to remove server lag and general map processing is great.

- Kudos to you.


NOTE - You included the "nbs_dgc" directory in your syntax, but may confuse some that make a "remover.sqs" file using your code, and putting it in their main mission directory. You  may ned to "dumb down" your instructions or remove that reference (since it's stand-alone).

Also, I like it when authors put their handle in the comments, with maybe a version number (ie 1.0) so as time flies, we know who did it, and if our copy is current  :laugh:

Offline satexas69

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Re: Dead Body remover
« Reply #12 on: 20 Mar 2007, 08:45:12 »
Trash Can Man,

This script is very easy, you're likely over-thinking it.  :D

Make your terminator guy a "SF Sabetaur" if your going to use him as a BLUFOR guy (not that it matters if it's OPFOR or BLUFOR)

If you want him to be OPFOR, make him a "Spetznah"

Why? Cause he has to have "body-hiding" ability.

Make sure the script path is correct as I suggested in my previous post. In Myke's original example, he used a sub-directory in the INIT reference.. so create the directory and put the remover.sqs in there IF you follow his example exactly.

Offline myke13021

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Re: Dead Body remover
« Reply #13 on: 20 Mar 2007, 13:59:47 »
@satexas69

yep, the subfolder was my bad...just copy/pasted it and didn't checked for that issue. Fixed it now in the original post.

I don't see the reason of version number for this tiny seven liner. I'm also wondering why noone else already released such a script.

And i didn't put my name in it to mark: this is free to use, no copyrights or such intention...use it, edit it as you like, it wasn't a huge workload to write it so i don't care what happens with it. And surplus it would be ridiculous to ask for credits in the mission for this seven liner.

That's my gneral opinion for everything what i do...i write some scripts and surely there's always room for improvements and if you feel, you can do this improvements without asking me if you're allowed to. Only for my larger works like the DGC i would be happy for a little credit somewhere hidden in a fancy readme file  :D

Offline satexas69

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Re: Dead Body remover
« Reply #14 on: 20 Mar 2007, 17:26:36 »
Understood - I didn't mean put a name on it for credit, as much as I meant for reference....

Sometimes when I take apart a script to change it to do something else, it's nice to know who wrote the original so I can go to them and either thank them, ask them questions or let them know I used their script and updated it - letting them know the update in case they want it.

Like you, I release anything I write out to the community without care for fame or credit.. I'm just an anal guy that likes to be organized is allĂ‚  :D :laugh:
« Last Edit: 20 Mar 2007, 18:19:23 by bedges »