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pcc

delete dead vehicles

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Salvage trucks are not able to clear the wrecks fast enough.

Is there a way to delete dead vehicles using the Init.sqf?

I've tried

ABANDONEDVEHICLETIME = 5;

in Init_Common, but it doesn't work.

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Are you ediging a large, "commercial" map, such as Domination, Zargabad Life, or anything like that? If not, what is the mission you are editing? Give us some context. Your post really doesn't do much to help us solve the problem.

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I have just Arma 2.

I made a warfare mission on Utes, using the warfare module.

I found scripts that could get rid of dead bodies, but not vehicles. I have no vehicle units. The vehicles are spawned by vehicle factories.

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Delete Dead bodies and destroyed vehicles script

Heres a script i personally use, works in Arma2, Arma2CO, and Arma3.

Description (What it does)

This will delete the dead bodies as well as vehicles.

to set it up do the following:

Trigger

1. In the editor place a circle trigger that will encompass the entire area that units and vehicles will be in.

set the activation to anybody, and name the trigger wholeworld

Scripts

2. create a script and name it:

cleanup.sqf

TOOL

A good tool for creating scripts: Armaedit

http://www.armaholic.com/page.php?id=1455&highlight=ARMAEDIT

With Armaedit, once you start it up, do the following to create a new script:

a. Go to file (top left)

b. choose new file

c. choose Function File (SQF)

once this is done a blank page is created, from here

put the following in the script:

/*private ["_delcode", "_currentworld", "_oldworld", "_newworld", "_notalive"];
_delcode = {
private ["_crew"];
sleep 100;
{
	if (not isNull _x) then {
		if (_x isKindOf "Ship" or _x isKindOf "Air" or _x isKindOf "LandVehicle") then {
			_crew = nearestObjects [_x, ["Man"], 20];
			_crew = _crew + crew _x;
			deleteVehicle _x;
			{
				if (not alive _x) then {deleteVehicle _x};
			} forEach _crew;
		} else {
			deleteVehicle _x;
		};
	};
} forEach _this;
};
_currentworld = [];
while {true} do {
sleep 3;
_oldworld = _currentworld;
_currentworld = + list wholeworld;
_newworld = _oldworld - _currentworld;
_notalive = [];
{
	if (not alive _x) then {_notalive = _notalive + [_x]};
} forEach _newworld;
if (count _notalive > 0) then {_notalive spawn _delcode};
};*/

while {true} do
{
sleep 10;

	{
	_sandGlass = _x getVariable "RYD_DeathTime";
	if (isNil "_sandGlass") then 
		{
		_x setVariable ["RYD_DeathTime",time]
		}
	else
		{
		if ((time - _sandGlass) > 60) then
			{
			deleteVehicle _x
			}

		}
	}
foreach AllDead;
};

Save the Script as

Once you have posted the above code then save the script as:

cleanup.sqf

3. Init script

create an init script (use the same procedure as above as you did for the cleanup.sqf creating and naming) for this script name it:

Init.sqf

its already an SQF when you create a new SQF so just name it init.

in the init script add this line:

[] execVM "cleanup.sqf";

save.

4. Mission folder

Place both cleanup.sqf and init scripts in your mission folder.

===========================

Done.

Now run your game and watch the dead bodies, and vehicles disappear.

Note: in the cleanup script there is a timer which is the amount of time given before bodies delete, and vehicles disappear, look for this code:

sleep 60;

60 means 60 seconds, so in 60 secs the bodies and vehicles will disappear you can make that a bigger number if you wish.

hope that helps, let me know if you have any questions.

Edited by Günter Severloh
update

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Heres a script i personally use, works in Arma2 alone as well as OA and Arma2CO.

this will delete the dead bodies as well as vehicles.

to set it up do the following:

trigger

1. in the editor place a circle trigger that will emcompass the entire area that units and vehilces will be in.

set the activation to anybody, and name the trigger wholeworld

scripts

2. create a script and name it:

cleanup.sqf

put the following in the script:

private ["_delcode", "_currentworld", "_oldworld", "_newworld", "_notalive"];
_delcode = {
private ["_crew"];
sleep 60;
{
	if (not isNull _x) then {
		if (_x isKindOf "Ship" or _x isKindOf "Air" or _x isKindOf "LandVehicle") then {
			_crew = nearestObjects [_x, ["Man"], 20];
			_crew = _crew + crew _x;
			deleteVehicle _x;
			{
				if (not alive _x) then {deleteVehicle _x};
			} forEach _crew;
		} else {
			deleteVehicle _x;
		};
	};
} forEach _this;
};
_currentworld = [];
while {true} do {
sleep 3;
_oldworld = _currentworld;
_currentworld = + list wholeworld;
_newworld = _oldworld - _currentworld;
_notalive = [];
{
	if (not alive _x) then {_notalive = _notalive + [_x]};
} forEach _newworld;
if (count _notalive > 0) then {_notalive spawn _delcode};
};

3. Init script

create an init script and name it:

init.sqf

in this script add this line:

[] execVM "cleanup.sqf";

done, now run your game and watch the dead bodies, and vehicles dissapear.

note: in the cleanup script there is a timer which is the amount of time given before bodies delete, and vehicles dissapear, look for this code:

sleep 60;

60 means 60 seconds, so in 60 secs the bodies and vehicles will disapear you can make that a bigger number if you wish.

hope that helps, let me know if you have any questions.

It works.

Thank you, I really appreciate the help.

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Your welcome.

Just some advice about posting in the forum here, when you are replying to a post such as mine it is not necessary to quote the entire post,

if your responding to me and your the only one posting after then you can say what you need to say quotes arn't necessary.

If however there was someone else posting after my post then all you would need to do is say @gunter and then put in what you wish to say.

I dont mean to be picky about this sort of thing but quoting entire posts when your post is right after again isn't necessary,

its not like I wont know that your responding to what I posted.

outside of that there are other dead body, and vehicle deleting scripts you can use as well but the one I posted works pretty flawless.

if however you wanted a body sinking into the ground effect, I do have another script that I use on occasion that can do that if you want.

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@gunter

Is it possible to delete abandoned but not destroyed vehicles?

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Just post a reply, no need for @gunter.

To answer your question, as far as I know if you have a script where a vehicle respawns somewhere then that script that does the respawn will remove the vehicle.

I have such a script if you need it.

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I don't have the vehicles respawning. New vehicles are built from the vehicle factories.

I was wondering how to add check if crew count = 0 and after some time vehicle gets deleted alone with the dead crew inside, to your cleanup script.

I've noticed that dead bodies in vehicles are not deleted if the vehicle is not destroyed.

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if ((count crew _x == 0) and
       (damage _x > 0.1)) then {
       deleteVehicle _x ;
    } ; 

I've tried to integrate the above code into your code but still can't get rid of abandoned vehicles. :(

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My Remove Dead script removes destroyed vehicles if you're playing OA or CO, link in sig.

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Thanks but I don't have OA.

I'm trying to delete abandoned vehicles and dead crews now.

Edit:

I finally figured it out by adding the following code to init_common.sqf will delete abandoned vehicles. However if there are dead crews in the vehicle it won't work.

//Time until an abandoned vehicle is removed.  Set to 0 to never remove them.
BIS_WF_Constants SetVariable["ABANDONEDVEHICLETIME",1];

Edited by pcc
partial solution

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Code updated on post 6, it works for Arma3.

I'll post it here:

/*private ["_delcode", "_currentworld", "_oldworld", "_newworld", "_notalive"];
_delcode = {
private ["_crew"];
sleep 100;
{
	if (not isNull _x) then {
		if (_x isKindOf "Ship" or _x isKindOf "Air" or _x isKindOf "LandVehicle") then {
			_crew = nearestObjects [_x, ["Man"], 20];
			_crew = _crew + crew _x;
			deleteVehicle _x;
			{
				if (not alive _x) then {deleteVehicle _x};
			} forEach _crew;
		} else {
			deleteVehicle _x;
		};
	};
} forEach _this;
};
_currentworld = [];
while {true} do {
sleep 3;
_oldworld = _currentworld;
_currentworld = + list wholeworld;
_newworld = _oldworld - _currentworld;
_notalive = [];
{
	if (not alive _x) then {_notalive = _notalive + [_x]};
} forEach _newworld;
if (count _notalive > 0) then {_notalive spawn _delcode};
};*/

while {true} do
{
sleep 10;

	{
	_sandGlass = _x getVariable "RYD_DeathTime";
	if (isNil "_sandGlass") then 
		{
		_x setVariable ["RYD_DeathTime",time]
		}
	else
		{
		if ((time - _sandGlass) > 60) then
			{
			deleteVehicle _x
			}

		}
	}
foreach AllDead;
};

Thanks to Rydygier for his help in updating this.

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Is the above code supposed to have the slash / at the beginning?

I call the script in the init file with the slash and without but all destroyed vehicles stay.

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Yes it is, make sure the cleanup.sqf is in your missions folder, and make sure you have a trigger covering the area that you want to cleanup, make sure it is named wholeworld, and set for anybody.

Works for me np was just testing it this morning with a mission i was working on.

Review post 6 to make sure you have everything setup correctly.

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Yeah it looks like I spelled the trigger name incorrectly.

I thought since there was a slash rendering the text green in the script editor maybe it wasn't seeing that portion.

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Here's probably the easiest method. Works in OA and arma3.

init.sqf

execVM "cleanup.sqf";

cleanup.sqf

 
//delete any dead bodies and vehicles every 5 minutes.
if (!isServer) exitWith {}; //Don't need clients to be running the script ...
while {true} do {
    { 
       deleteVehicle _x;
    } forEach allDead;
 sleep 60 * 5;
};

Edited by Iceman77

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I would like to execute the script all at once using a trigger instead of having it cycle repeatedly. Anybody know how I could do this? How could I make the script delete empty groups as well?

I'm using Arma 3 btw.

thanks,

the_Demongod

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Any way for the script to only delete the bodies of certain individuals? (ARMA 3).

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For deleting dead bodies only I would assume to use allDeadMen instead off allDead. (Arma 3 only).
 

 

"In Arma 3 when last unit leaves a group, the group gets auto deleted." as u can read here

 

P.S.: Why not using Arma 3 scripting forum for Arma 3 questions?

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