harold5187 10 Posted June 17, 2013 (edited) The layout of my mission is this: 10 Bluefor units on the map at mission start all playable units. 9 Opfor units on the map at mission start all playable units, under which during gameplay, more Opfor units are spawned under each of these Team Leaders Command... Bluefor names of units: WestSlot1 through WestSlot10 Opfor names of units E101, E201, E301, E401, E501, E601, E701, E801, E901 I'm trying to delete all bodies, whether they were in the mission at mission start, as well as those spawned in-mission. Here is what I've been using, codewise: Question: Is this the right syntax here... "O_Soldier_AR_F" createUnit [position E101, group E101,"E102R = this;UE102R = this addMPEventHandler ['MPkilled', {Null = _this execVM 'removeBody.sqf'}];", 0.2, "corporal"]; ...to replace this code... "O_Soldier_AR_F" createUnit [position E101, group E101,"E102R = this;", 0.2, "corporal"]; E102R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ...which is part of the .sqs script below? Grp1Update.sqs ? (Not(isServer)):exit; ?(G1Flg==1): goto "rtnG1Nxt"; ~15 G1Flg=1; publicvariable "G1Flg"; ~2 hint "East Team 1 moving out!"; #rtnG1Nxt "O_Soldier_AR_F" createUnit [position E101, group E101,"E102R = this;", 0.2, "corporal"]; E102R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ~0.5 "O_Soldier_LAT_F" createUnit [position E101, group E101,"E103R = this;", 0.2, "corporal"]; E103R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ~0.5 "O_Soldier_GL_F" createUnit [position E101, group E101,"E104R = this;", 0.2, "corporal"]; E104R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ~0.5 "O_Soldier_F" createUnit [position E101, group E101,"E105R = this;", 0.2, "corporal"]; E105R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ~0.5 "O_medic_F" createUnit [position E101, group E101,"E106R = this;", 0.2, "corporal"]; E106R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ~0.5 "O_Soldier_AR_F" createUnit [position E101, group E101,"E107R = this;", 0.2, "corporal"]; E107R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ~0.5 "O_Soldier_GL_F" createUnit [position E101, group E101,"E108R = this;", 0.2, "corporal"]; E108R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ~0.5 "O_medic_F" createUnit [position E101, group E101,"E109R = this;", 0.2, "corporal"]; E109R addEventHandler ['killed', {(_this select 0) execVM 'removeBody.sqf'}]; ~2 [E102R,E103R,E104R,E105R,E106R,E107R,E108R,E109R] join grpNull; [E102R,E103R,E104R,E105R,E106R,E107R,E108R,E109R] join EastG1; Group E101 setGroupId ["Opfor 1"]; ~2 Grp1Flg=1; publicvariable "Grp1Flg"; @((!alive E102R)&&(!alive E103R)&&(!alive E104R)&&(!alive E105R)&&(!alive E106R)&&(!alive E107R)&&(!alive E108R)&&(!alive E109R)) Hint "East Group 1 has been wiped out! They are requesting reinforcements!"; ~5 Grp1Flg=0; publicvariable "Grp1Flg"; exit; Edited June 17, 2013 by harold5187 Share this post Link to post Share on other sites
Johnson11B2P 3 Posted June 17, 2013 Is this mission going to be a multiplayer mission? Share this post Link to post Share on other sites
riouken 15 Posted June 18, 2013 (edited) You dont need all those MP event handlers and script executions to get rid of bodies. put this in your init.sqf _nul = spawn { while {true} do { sleep 300; // You can change this to make this check faster or slower. { deleteVehicle _x } forEach allDead; }; }; Edited June 18, 2013 by Riouken Share this post Link to post Share on other sites