Hi,
your third trigger cannot work because "_x allowfleeing 0" means maximum courage, so it provides units from fleeing...you should use "_x allowfleeing 1" instead. It won't make units fleeing immediately (there is no such command...) but it will set the probability of fleeing to its maximum.
About deleting bodies script, there a very nice one done by ChaosStudios, i post it here, you'll have to copy and paste it, and name it "Chsbrs.sqs".
;------------------------------------------------------------------;
;--- Scripted by Chaos --- for Operation Flashpoint RESISTANCE ----;
;-------------------------- in February 2006 ----------------------;
;------------------------------------------------------------------;
;------------------------------------- http://www.ofpmdb.net ------;
;------------------------------------------------------------------;
; Information:
; Einheit = Einheit (Initzeile) oder Name der Einheit (script). Bei Gruppen ist es nur der
; Anführer in deren Initzeile ober über dessen Namen das Script auszulösen ist !
; Zeit = Schalter - 1 für kurz - 90 sek. max., 2 mittel - 300 sek, 3 für lange (über 600 sek.).
; Animationsdistanz = bei welcher Entfernung vom Spieler soll das Script die Animationen ausfürhen ?
; Schalter 1 für nah (bis 75 Metern), 2 für weit (bis 150 Metern), 3 sehr weit
; (bis zu 300 Meter). Dabei ist 1 am besten für dicht bebautes oder zugewachsenes
; Gebiet und 3 für Kampf aus Stellungen bei großer Sichtweite am besten.
; Distanz = ab welcher Entfernung vom Spieler kann die Einheit gleich gelöscht werden ?
;
; Syntax:
; [this,1,2,600] exec "Chsbrs.sqs"
; [Einheit,Zeit,Animationsdistanz,Distanz] exec "Chsbrs.sqs"
;
_t = _this select 0
_l = _this select 1
_d = _this select 2
_deR = 0
? (count _this > 2) : _e = _this select 3; _deR = 1
? _l == 1 : _l1a = 15; _l1b = 15; _l2a = 35; _l2b = 15; _l3a = 25; _l3b = 15
? _l == 2 : _l1a = 75; _l1b = 40; _l2a = 65; _l2b = 25; _l3a = 80; _l3b = 15
? _l == 3 : _l1a = 115; _l1b = 75; _l2a = 95; _l2b = 55; _l3a = 145; _l3b = 115
? _d == 1 : _d1 = 25; _d2 = 35; _d3 = 55; _d4 = 75
? _d == 2 : _d1 = 55; _d2 = 95; _d3 = 125; _d4 = 150
? _d == 3 : _d1 = 145; _d2 = 205; _d3 = 265; _d4 = 315
_grp = group _t
_n = 0
~.5
? _t != leader _grp : goTo "nxt"
#loopX
_men = units _grp select _n
? _deR == 1 && _men != leader group _t : [_men,_l,_d,_e] exec "Chsbrs.sqs"
? _deR != 1 && _men != leader group _t : [_men,_l,_d] exec "Chsbrs.sqs"
~1
_n = _n + 1
? _n >= count units _grp : goTo "nxt"
goto "loopx"
#nxt
@ !alive _t
~3
? _deR == 1 && _t distance player > _e : goTo "deleting"
_x = getPos _t select 0
_y = getPos _t select 1
_z = getPos _t select 2
_dir = getDir _t
? getPos _t select 2 > .05 : exit
~_l1a+random _l1b
@ player distance _t > _d1
#loopy
_t setPos [(_x),(_y),(_z)]
_z = _z -.001
~.001
? _z > -.4 : goTo "loopy"
? _deR == 1 && _t distance player > _e : goTo "deleting"
_grab="Body" camcreate [(_x),(_y),(_z)-.39]
_grab setDir _dir+90
_grab setPos [(getPos _t select 0),(getPos _t select 1),(getPos _t select 2)]
deletevehicle _t
#loop0
_grab setPos [(_x),(_y),(_z)]
_z = _z +.001
~.001
? _z < -.0018 : goTo "loop0"
~_l2a+random _l2b
@ player distance _grab > _d2
? _deR == 1 && _grab distance player > _e : goTo "deleting"
#loop1
_grab setPos [(_x),(_y),(_z)]
_z = _z -.001
~.001
? _z > -.4 : goTo "loop1"
? _deR == 1 && _grab distance player > _e : goTo "deleting"
deletevehicle _grab
~.01
_grab="Grave" camcreate [(_x),(_y),(_z)-.39]
_grab setDir _dir+180
@ player distance _grab > _d3
#loop2
_grab setPos [(_x),(_y),(_z)]
_z = _z +.001
~.001
? _z < -.02 : goTo "loop2"
? _deR == 1 && _grab distance player > _e : goTo "deleting"
~_l3a+random _l3b
@ player distance _grab > _d4
#loop3
_grab setPos [(_x),(_y),(_z)]
_z = _z -.001
~.001
? _z > -.4 : goTo "loop3"
#deleting
~10
_x = getPos _t select 0
_y = getPos _t select 1
_z = getPos _t select 2
_dir = getDir _t
~.1
deletevehicle _grab
#loopEND
_t setPos [(_x),(_y),(_z)]
_z = _z -.001
~.001
? _z > -.35 : goTo "loopEND"
deletevehicle _t
Here's part of the readme in english :
Copy this line into the Init - Line of the units that shall disappear
[this,1,2,600] exec "ChsBRS.sqs"
Of course you have to copy the script into the mission folder.
The script waits a few seconds and replaces the bodies by bodies wrapped in a sheet - while this happens
the object is coming out of the earth till it reached te height of the corpse; after some time this object
dissappears as well and a tomb is shown. After a long break this tomb also dissappears.
Information:
unit = Unit you write the line given above in or unitname (in case you start it via script). Bei Gruppen
ist es nur der Anführer in deren Initzeile ober über dessen Namen das Script auszulösen ist !
time = trigger - "1" for short times - 90 Seconds maximum, "2" for medium times - to 300 Seconds,
"3" for long times ca. 600 seconds.
animdistance = On which distance to the player shall the script be executed ?
Trigger 1 for near (> 75 Meters), 2 for far(> 150 Meters), 3 very far
(> 300 Meters). You use 1 the best for urban and jungle terrain and 3 for places wih a
great view distance.
distance = On which distance from the player shuld the unit be deleted ? You don't need to do this
if you don't want - it is optional.
Example:
[this,1,2,600] exec "ChsBRS.sqs"
[unit,time,anidistance,distance] exec "ChsBRS.sqs"
Units in vehicles and turrets etc will be automatically excluded from the script.