HERE IT IS - Found the solution within the Editors Depot,
Here's to dreaming_adam.
http://www.ofpec.com/editors/browse.php?browsewhat=0&category=0_10Or read below - Havent tried it out, but will tonight....
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Lag Eliminator (DELETE DEAD BODIES)
by dreaming_adam
Tutorial complexity: 3 (Intermediate)
Recommended for OFP version 1.75 (OFP: Resistance).
Views: 562
The following will remove any objects that have been destroyed after a predetermined delay. That means, if you kill somebody on a MP map, the body will dissapear after x seconds - preventing lag created by a huge mass of useless objects. This script will work for ALL units that are not apart of the landscape. That means, if you blow up a tank, after x seconds the tank will be removed. I have tested this and it works for tanks, infantry, helos, planes, boats, and buildings that you place IN the editor using the object addon.
It is relatively easy to exclude objects from the script, so that a particular objects carcus will remain on the map.
STEP ONE:
Insert a trigger central on the map. Set the x and y axis fields to 99999, set the ACTIVATION to ANYBODY, and set it to REPEATEDLY.
Next set its name to EVERYUNIT.
STEP TWO:
Leave the editor and set up the following scripts.
clearcorpse.sqs
#loop
_eunit = list EVERYUNIT
"?(!alive _x):[_x] exec {delbody.sqs} foreach _eunit
goto "loop"
exit
delbody.sqs
_u = _this select 0
~60
_u setpos [0,0,99999]
deletevehicle _u
exit
In the delbody.sqs file, the ~60 is the delay before the body will be removed.
Place these scripts in your missions folder (usually c:\program files\codemasters\operation flashpont\users\yourname\mpmissions\yourmissionname\ ) and then put "[] exec {clearcorpse.sqs}" in any units init field, or in INIT.SQS.
VIOLA!!!
This script will work for units that are created runtime, and units do not have to be given names.