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Author Topic: erasing dead enemy units  (Read 1629 times)

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Offline Trash Can Man

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  • We are no longer the knights who say "Ni!"
Re:erasing dead enemy units
« Reply #15 on: 09 Nov 2004, 22:10:57 »
thanks!!   ;D  I might just do that!!  Thanks again!


Regards,
Trash Can Man

Northener-PNE

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Re:erasing dead enemy units
« Reply #16 on: 09 Nov 2004, 23:11:26 »
erase.sqs

_body = _this select 0
?!(local Player): goto "REMOVEBODY"
?(Player != _body):goto "REMOVEBODY"
Player removealleventhandlers "killed"

@alive player
Player addEventHandler ["killed", {_this exec "erase.sqs"}]

#REMOVEBODY
~ 30 + (Random 30)
deletevehicle _body
exit


init example: S1 addEventHandler ["killed", {_this exec "erase.sqs"}]

S1 being soldiers name. I use so many different scripts. Hope it helps.

 ;)

Offline Trash Can Man

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  • We are no longer the knights who say "Ni!"
Re:erasing dead enemy units
« Reply #17 on: 16 Nov 2004, 05:59:23 »
erase.sqs

_body = _this select 0
?!(local Player): goto "REMOVEBODY"
?(Player != _body):goto "REMOVEBODY"
Player removealleventhandlers "killed"

@alive player
Player addEventHandler ["killed", {_this exec "erase.sqs"}]

#REMOVEBODY
~ 30 + (Random 30)
deletevehicle _body
exit


init example: S1 addEventHandler ["killed", {_this exec "erase.sqs"}]

S1 being soldiers name. I use so many different scripts. Hope it helps.

 ;)


what do I put in the individual players init line? Sorry, i just get confused sometimes.


regards,
Trash Can Man


Offline Trash Can Man

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  • We are no longer the knights who say "Ni!"
Re:erasing dead enemy units
« Reply #18 on: 16 Nov 2004, 06:09:21 »
nervermind...............i found it! LOL  now I see why schooling is important!  ;D