Jim, i just guess now you're asking for 1.46...here's how it works (at least it did at my side)
name all you playable loons, like pl1, pl2, pl3....and so on.
for each playable loon you need a trigger:
size: 0
triggered repeatedly
condition: !alive pl1
on activation: [pl1] exec "delbody.sqs"
;delbody.sqs
_body = _this select 0
~20
deleteVehicle _body
exit
this should work for 1.46
For resistance, you can use eventhandlers to do this...just put in each loons init line:
this AddEventHandler ["killed",{[this] exec "delbody.sqs"}]
(eventhandlers aren't available at 1.46)