minicus 1 Posted April 2, 2013 I love this script, thanks again Celery :D Share this post Link to post Share on other sites
prsmcarty 10 Posted April 5, 2013 it doesnt seem to matter what time i attach to the vehicle timer, it just doesnt remove the wreck. I tried it with 5 to 120 seconds and empty and manned vehicles, but no difference. im using arma 3 alpha. Share this post Link to post Share on other sites
ViciousViper 1 Posted April 5, 2013 Hey celery, got some Problems, I'll pm you. Share this post Link to post Share on other sites
typ9 10 Posted August 29, 2013 Hi, thanks celery for this script it looks good and I look forward to trying it out. only thing is when I put the init line in, the game responds with "type script, nothing expected" Share this post Link to post Share on other sites
orcinus 121 Posted August 29, 2013 @typ9 - possibly a syntax error like a missing ";" at the end of the line. Post your init.sqf in a spoiler. Share this post Link to post Share on other sites
dimon 32 Posted October 14, 2013 Hi, script does not remove the group to fix this problem should be written {if (count units _x == 0) then {deletegroup _x}} foreach allgroups; if (!isServer) exitWith {}; CLY_ignoregear=["ItemRadio","ItemCompass","ItemWatch","ItemMap","ItemGPS"]; CLY_keepgear=[]; CLY_noremovegear=[]; _oa=isClass (configFile/"CfgPatches"/"CA_E"); _manwait=_this select 0; _vehiclewait=if (count _this>1) then {_this select 1} else {_manwait}; CLY_removegeared=if (count _this>2) then {_this select 2} else {true}; CLY_removedeadpending=[]; CLY_dontremovedead=[]; CLY_dontremovedeadremove=[]; publicVariable "CLY_dontremovedeadremove"; //Spawnable script _removedead={ _unit=_this select 0; _wait=_this select 1; sleep _wait; waitUntil {isNull flag _unit}; _gear=if (_unit isKindOf "Man") then {(magazines _unit+weapons _unit)-CLY_ignoregear} else {[]}; if (isNull _unit or _unit in CLY_dontremovedead or (CLY_removegeared and {_x in CLY_keepgear} count _gear>0) or (!CLY_removegeared and count _gear>0)) exitWith { CLY_removedeadpending=CLY_removedeadpending-[_unit]; }; if (_unit isKindOf "Man" and isClass (configFile/"CfgPatches"/"CA_E")) then { hideBody _unit; _removetime=time+8; while {getPos _unit select 2<0.2 and time<_removetime} do {sleep 0.1}; }; CLY_removedeadpending=CLY_removedeadpending-[_unit]; deleteVehicle _unit; }; //Loop _allunits=[]; _alldead=[]; while {true} do { if (!_oa) then {_allunits=allUnits}; sleep 1; if (!_oa) then { {if (!alive _x) then {_alldead set [count _alldead,_x]}} forEach _allunits; {if (isNull _x) then {_alldead=_alldead-[_x]}} forEach _alldead; } else {_alldead=allDead}; { if (isNil {_x getVariable "CLY_removedead"}) then { if !(_x in CLY_removedeadpending) then { _wait=if (_x isKindOf "Man") then {_manwait} else {_vehiclewait}; _gear=if (_x isKindOf "Man") then {(magazines _x+weapons _x)-CLY_ignoregear} else {[]}; if (_wait>0 and ((CLY_removegeared and {_x in CLY_keepgear} count _gear==0) or (!CLY_removegeared and count _gear==0))) then { [_x,_wait] spawn _removedead; CLY_removedeadpending set [count CLY_removedeadpending,_x]; }; }; } else { if (_x getVariable "CLY_removedead") then { if (vehicle _x==_x) then { CLY_removedeadpending set [count CLY_removedeadpending,_x]; [_x,0] spawn _removedead; _x setVariable ["CLY_removedead",nil]; }; } else { CLY_dontremovedead set [count CLY_dontremovedead,_x]; _x setVariable ["CLY_removedead",nil]; }; }; } forEach _alldead-CLY_dontremovedead; if (count CLY_dontremovedeadremove>0) then { CLY_dontremovedead=CLY_dontremovedead-CLY_dontremovedeadremove; CLY_dontremovedeadremove=[]; publicVariable "CLY_dontremovedeadremove"; }; {if (count units _x == 0) then {deletegroup _x}} foreach allgroups; }; Share this post Link to post Share on other sites
dezibert 10 Posted October 25, 2013 Thanks for this one. There is a problem in Arma 3 however: I encountered it in combination with spunFIN's AI Spawn Script (heliParadrop) - it let's the spawned helis crash (tested on dedicated host). I have not searched for the details yet, but the helis fly as intended without this one... Share this post Link to post Share on other sites
celery 8 Posted October 25, 2013 The script was not made for Arma 3. If you want an Arma 3 removal script, open one of my deathmatch missions. Share this post Link to post Share on other sites
jetlieou 10 Posted April 15, 2015 The script was not made for Arma 3. If you want an Arma 3 removal script, open one of my deathmatch missions. Sorry for asking you in a very old thread like this. First thank you for your removedead script, it's very useful for me, but I have a problem with removing damaged or abandoned vehicle. The vehicle is just damaged, not destroyed so the script not work for this one. In my game the (Arma 2-CO) it's very laggy after a while when my ally USA tank after abandoned or damaged is not removed. I tried other script but it's not work. Could you please update your script to fix this? I know nothing about coding, I just know how to apply it according to your guide, if you could help I'll be very appreciate :). And sorry for my English, I'm asian :P. Share this post Link to post Share on other sites
vaxoiva 1 Posted October 18, 2016 tnx work on arma 3 Share this post Link to post Share on other sites