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Author 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)

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 ::)

Offline Zombie

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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

Nasty Buttler

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Re:lag Eliminator (again!?!?!)
« 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

Offline Zombie

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Re:lag Eliminator (again!?!?!)
« 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