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lag Eliminator (again!?!?!)
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Topic: lag Eliminator (again!?!?!) (Read 1439 times)
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shadowknight
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lag Eliminator (again!?!?!)
«
on:
21 Mar 2003, 16:30:13 »
hehe..ive read all the posts on this topic..but no matter what i do, i cannot get bodies to disappear. ive tried everything Terox said..i put
[] exec "clearcorpse.sqs" in my init
put the necessary scripts where they go..
bodies still there!
im using 1.46...so eventhandlers wont fly either.
i tried the other strings for dreaming_adam's tut..no luck
ive also tried to move the bodies to a different spot..no luck..
kinda frustrating, could use a good *complete*(as in working properly) tutorial on this subject. any help is appreciated.
Spaceman Spliff
(shadowknight)
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Armageddon
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Re:lag Eliminator (again!?!?!)
«
Reply #1 on:
09 Jun 2003, 09:27:09 »
I'm having the same problem using v1.0 & Followed instructions to a T.
call me dumb but would description.ext(respawning 4 MP) conflict with init.sqs
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Zombie
Members
Beware the night, the zombie walks among you
Re:lag Eliminator (again!?!?!)
«
Reply #2 on:
11 Jun 2003, 11:22:12 »
I have never had any luck with those scripts either, but the attached always works for me, the bad part is you gotta make a trigger for every unit for it to work. Hope this helps
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Nasty Buttler
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Re:lag Eliminator (again!?!?!)
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Reply #3 on:
12 Jun 2003, 05:07:20 »
put an event handler on when u die, then have it wait like 5 minutes, making sure that it names a variable of yourself BEFORE u respawn, then u just got to delete it after say 5 minutes, its no biggie
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Zombie
Members
Beware the night, the zombie walks among you
Re:lag Eliminator (again!?!?!)
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Reply #4 on:
12 Jun 2003, 11:24:54 »
Sure, that works if you have 1.85, but for the few of us still in the 1.46 neighborhood, eventhandler commands cause lockups. After much experimenting I got the above script to actually work for me
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lag Eliminator (again!?!?!)
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