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[DEATH BODY LOST EVENT] 1.6


juandayz

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UPDATE 13-6-17

Spawn a marker with 350 of radius.

Inside, lost in somewhere thers a corpse with a jewells reward in his inventory. (the body agonize so shoot on him).


1-Open your init.sqf be sure this line is seted as true;
EpochUseEvents = true;

2- in this line add the event:
EpochEvents = [["any","any","any","any",18,"deathcorpse"],["any","any","any","any",0,"crash_spawner"],["any","any","any","any",15,"supply_drop"]];
 

3-create deathcorpse.sqf and drop into: dayz_server.pbo\modules\ ¡ 

Spoiler

private ["_deathcorpse","_pos","_posWGround","_holder","_loot_lists","_loot2","_spawnRadius","_spawnMarker","_position","_positionarray","_mainpos","_markerRadius","_marker","_this","_center_1","_bodygroup","_deathcorpseskin","_randomCases","_despawn_timer",
"_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_spawnChance","_spawnRoll"];

_loot_lists = [

[
["DMR_DZ"],
["20Rnd_762x51_DMR","Skin_TK_INS_Soldier_AR_EP1_DZ","ItemAmethyst","ItemEmerald"]
],

[
["revolver_gold_EP1"],
["6Rnd_45ACP","ItemSapphire","6Rnd_45ACP","ItemKiloHemp"]
],

[
["ItemPickaxe","ItemSledge"],
["ItemBriefcase100oz","ItemMixOil"]
],

[
["Mosin_DZ"],
["5Rnd_762x54_Mosin","ItemRuby","ItemAmethyst"]
]

];

_loot2 = _loot_lists call BIS_fnc_selectRandom;


_spawnRadius = 5000;
_spawnMarker = 'center';
_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;
_positionarray = [
[(_position select 0) - 84.5, (_position select 1) - 21,-0.012],
[(_position select 0) - 70, (_position select 1) - 20,-0.012],
[(_position select 0) + 45, (_position select 1) + 25,-0.012],
[(_position select 0) + 96, (_position select 1) - 14,-0.012],
[(_position select 0) + 49, (_position select 1) + 17.5,-0.012],
[(_position select 0) + 38.5, (_position select 1) - 16,-0.012]
];
_mainpos = _positionarray call BIS_fnc_selectRandom;
_markerRadius = 350; // Radius the camp can spawn and used for the marker

if (isNil "EPOCH_EVENT_RUNNING") then {
EPOCH_EVENT_RUNNING = false;
};
 
// Check for another event running
if (EPOCH_EVENT_RUNNING) exitWith {
diag_log("Event already running");
};

EPOCH_EVENT_RUNNING = true;



 

_marker_on_radius = createMarker ["bodycorpse",_position];
_marker_on_radius setMarkerShape "ELLIPSE";
_marker_on_radius setMarkerType "Cricle01";
_marker_on_radius setMarkerColor "ColorOrange";
_marker_on_radius setMarkerAlpha 0.8;
_marker_on_radius setMarkerBrush "Solid";
_marker_on_radius setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];

_marker = createMarker ["DeathLostBody", _position];
_marker setMarkerText "Death Lost Body";
_marker setMarkerType "mil_circle";
_marker setMarkerColor "ColorBlue";
_marker setMarkerBrush "Solid";
_marker setMarkerSize [0.1, 0.1];


_deathcorpse = createVehicle ["Body1", [(_mainpos select 0) + 1, (_mainpos select 1) - 1,-0.1],[], 0, "CAN_COLLIDE"];
_deathcorpse setDir 0;
_deathcorpse setVectorUp surfaceNormal position _deathcorpse;





[nil,nil,rTitleText,"LOOKING FOR RYAN SOLDIER! FIND A REWARD IN HIS BODY","PLAIN",7.5] call RE;    


_despawn_timer = 500;
_missiontimeout = true;
_cleanmission = false;
_playerPresent = false;
_starttime = floor(time);
while {_missiontimeout} do {
    sleep 10;
    _currenttime = floor(time);
    {if((isPlayer _x) && (_x distance _mainpos <= 20)) then {_playerPresent = true};}forEach playableUnits;//check for nearest players
    if (_currenttime - _starttime >= _despawn_timer) then {_cleanmission = true;};
    if ((_playerPresent) || (_cleanmission)) then {_missiontimeout = false;};
};

 
if (_cleanmission) exitWith{
EPOCH_EVENT_RUNNING = false;
deleteVehicle _deathcorpse;
deleteMarker _marker_on_radius;
deleteMarker _marker;
[nil,nil,rTitleText,"RYAN SOLDIER EVENT has been finished", "PLAIN",10] call RE;
};
 

if (_playerPresent) then {
EPOCH_EVENT_RUNNING = false;

_pos = getPos _deathcorpse;
_posWGround = [_pos select 0,_pos select 1,0];
_holder = createVehicle ['Weaponholder',_posWGround,[],0,'NONE'];


{
_holder addWeaponCargoGlobal [_x,1];
} forEach (_loot2 select 0);
{
_holder addMagazineCargoGlobal [_x,1];
} forEach (_loot2 select 1);
_deathcorpse reveal [_holder];

[nil,nil,rTitleText,"Survivors Found the ryan Soldier body", "PLAIN",10] call RE;
deleteMarker _marker_on_radius;
deleteMarker _marker;


waitUntil{{isPlayer _x && _x distance _mainpos > 200  } count playableunits > 0};

deleteVehicle _deathcorpse;
};

 

VIDEO:

Spoiler

 

 

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  • 1 month later...
On 12/3/2017 at 6:29 AM, Cubitron said:

Hi, event is runing buit no marker shows

hey! heres the bunch of code for markers

Spoiler

 _marker_on_radius = createMarker ["bodycorpse",_position];
_marker_on_radius setMarkerShape "ELLIPSE";
_marker_on_radius setMarkerType "Cricle01";
_marker_on_radius setMarkerColor "ColorOrange";
_marker_on_radius setMarkerAlpha 0.8;
_marker_on_radius setMarkerBrush "Solid";
_marker_on_radius setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];

_marker = createMarker ["DeathLostBody", _position];
_marker setMarkerText "Death Lost Body";
_marker setMarkerType "mil_circle";
_marker setMarkerColor "ColorBlue";
_marker setMarkerBrush "Solid";
_marker setMarkerSize [0.1, 0.1]; 

 

you will see a large marker on the radius of the body... if u wanna show exactly wheres the body.. then change this line:

_marker = createMarker ["DeathLostBody", _position];

by this

_marker = createMarker ["DeathLostBody", _mainpos];

 

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  • 2 months later...

Hi,

Death body and marker is there, but nothing in the body inventory. Maybe i do something wrong?

Spoiler

private ["_spawnRadius","_spawnMarker","_position","_positionarray","_mainpos","_markerRadius","_marker","_this","_center_1","_bodygroup","_deathcorpseskin","_randomCases","_despawn_timer",
"_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_spawnChance","_spawnRoll"];

_spawnChance =  0.70; // Percentage chance of event happening
_spawnRadius = 5000;
_spawnMarker = 'center';
_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;
_positionarray = [
[(_position select 0) - 84.5, (_position select 1) - 21,-0.012],
[(_position select 0) - 70, (_position select 1) - 20,-0.012],
[(_position select 0) + 45, (_position select 1) + 25,-0.012],
[(_position select 0) + 96, (_position select 1) - 14,-0.012],
[(_position select 0) + 49, (_position select 1) + 17.5,-0.012],
[(_position select 0) + 38.5, (_position select 1) - 16,-0.012]
];
_mainpos = _positionarray call BIS_fnc_selectRandom;
_markerRadius = 350; // Radius the camp can spawn and used for the marker

if (isNil "EPOCH_EVENT_RUNNING") then {
EPOCH_EVENT_RUNNING = false;
};
 
// Check for another event running
if (EPOCH_EVENT_RUNNING) exitWith {
diag_log("Event already running");
};

EPOCH_EVENT_RUNNING = true;

// Random chance of event happening
_spawnRoll = random 1;
if (_spawnRoll > _spawnChance) exitWith {};

 

_marker_on_radius = createMarker ["bodycorpse",_position];
_marker_on_radius setMarkerShape "ELLIPSE";
_marker_on_radius setMarkerType "Cricle01";
_marker_on_radius setMarkerColor "ColorOrange";
_marker_on_radius setMarkerAlpha 0.8;
_marker_on_radius setMarkerBrush "Solid";
_marker_on_radius setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];

_marker = createMarker ["DeathLostBody", _position];
_marker setMarkerText "Death Lost Body";
_marker setMarkerType "mil_circle";
_marker setMarkerColor "ColorBlue";
_marker setMarkerBrush "Solid";
_marker setMarkerSize [0.1, 0.1];


_this = createCenter civilian;
_center_1 = _this;
_bodygroup = createGroup _center_1;
_deathcorpseskin = "INS_Lopotev_DZ";
_deathcorpse = objNull;
_deathcorpse = _bodygroup createUnit [_deathcorpseskin, [(_mainpos select 0) + 2, (_mainpos select 1) + 2], [], 1, "NONE"];
[_deathcorpse] joinSilent _bodygroup;
_deathcorpse playMove "AidlPpneMstpSnonWnonDnon_SleepA_death";
removeAllWeapons _deathcorpse;
removeAllItems _deathcorpse;
_randomCases = round(random(3));
switch (_randomCases) do {    
        case 0 :{
    _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
        };       
        case 1 :{
    _deathcorpse addMagazine "ItemAmethyst";
    _deathcorpse addMagazine "ItemEmerald";
        };
        case 2 :{
    _deathcorpse addMagazine "ItemBriefcase100oz";
    _deathcorpse addMagazine "ItemRuby";
    _deathcorpse addMagazine "ItemEmerald";
        };
};

[nil,nil,rTitleText,"THERS A DEATH LOST FIND A REWARD IN HIS BODY","PLAIN",7.5] call RE;    


_despawn_timer = 500;
_missiontimeout = true;
_cleanmission = false;
_playerPresent = false;
_starttime = floor(time);
while {_missiontimeout} do {
    sleep 10;
    _currenttime = floor(time);
    {if((isPlayer _x) && (_x distance _deathcorpse <= 20)) then {_playerPresent = true};}forEach playableUnits;//check for nearest players
    if (_currenttime - _starttime >= _despawn_timer) then {_cleanmission = true;};
    if ((_playerPresent) || (_cleanmission)) then {_missiontimeout = false;};
};

 

 

if (_playerPresent) then {
waitUntil{{isPlayer _x && _x distance _deathcorpse > 300  } count playableunits > 0};
EPOCH_EVENT_RUNNING = false;
deleteVehicle _deathcorpse;
deleteMarker _marker_on_radius;
deleteMarker _marker;
[nil,nil,rTitleText,"Death Body Lost has been finished", "PLAIN",10] call RE;
}else{
sleep _despawn_timer;
EPOCH_EVENT_RUNNING = false;
deleteVehicle _deathcorpse;
deleteMarker _marker_on_radius;
deleteMarker _marker;
[nil,nil,rTitleText,"Death Body Lost has been finished", "PLAIN",10] call RE;
};

 

 

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10 hours ago, Corpulio_Hun said:

Hi,

Death body and marker is there, but nothing in the body inventory. Maybe i do something wrong?

  Reveal hidden contents

private ["_spawnRadius","_spawnMarker","_position","_positionarray","_mainpos","_markerRadius","_marker","_this","_center_1","_bodygroup","_deathcorpseskin","_randomCases","_despawn_timer",
"_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_spawnChance","_spawnRoll"];

_spawnChance =  0.70; // Percentage chance of event happening
_spawnRadius = 5000;
_spawnMarker = 'center';
_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;
_positionarray = [
[(_position select 0) - 84.5, (_position select 1) - 21,-0.012],
[(_position select 0) - 70, (_position select 1) - 20,-0.012],
[(_position select 0) + 45, (_position select 1) + 25,-0.012],
[(_position select 0) + 96, (_position select 1) - 14,-0.012],
[(_position select 0) + 49, (_position select 1) + 17.5,-0.012],
[(_position select 0) + 38.5, (_position select 1) - 16,-0.012]
];
_mainpos = _positionarray call BIS_fnc_selectRandom;
_markerRadius = 350; // Radius the camp can spawn and used for the marker

if (isNil "EPOCH_EVENT_RUNNING") then {
EPOCH_EVENT_RUNNING = false;
};
 
// Check for another event running
if (EPOCH_EVENT_RUNNING) exitWith {
diag_log("Event already running");
};

EPOCH_EVENT_RUNNING = true;

// Random chance of event happening
_spawnRoll = random 1;
if (_spawnRoll > _spawnChance) exitWith {};

 

_marker_on_radius = createMarker ["bodycorpse",_position];
_marker_on_radius setMarkerShape "ELLIPSE";
_marker_on_radius setMarkerType "Cricle01";
_marker_on_radius setMarkerColor "ColorOrange";
_marker_on_radius setMarkerAlpha 0.8;
_marker_on_radius setMarkerBrush "Solid";
_marker_on_radius setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];

_marker = createMarker ["DeathLostBody", _position];
_marker setMarkerText "Death Lost Body";
_marker setMarkerType "mil_circle";
_marker setMarkerColor "ColorBlue";
_marker setMarkerBrush "Solid";
_marker setMarkerSize [0.1, 0.1];


_this = createCenter civilian;
_center_1 = _this;
_bodygroup = createGroup _center_1;
_deathcorpseskin = "INS_Lopotev_DZ";
_deathcorpse = objNull;
_deathcorpse = _bodygroup createUnit [_deathcorpseskin, [(_mainpos select 0) + 2, (_mainpos select 1) + 2], [], 1, "NONE"];
[_deathcorpse] joinSilent _bodygroup;
_deathcorpse playMove "AidlPpneMstpSnonWnonDnon_SleepA_death";
removeAllWeapons _deathcorpse;
removeAllItems _deathcorpse;
_randomCases = round(random(3));
switch (_randomCases) do {    
        case 0 :{
    _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
        };       
        case 1 :{
    _deathcorpse addMagazine "ItemAmethyst";
    _deathcorpse addMagazine "ItemEmerald";
        };
        case 2 :{
    _deathcorpse addMagazine "ItemBriefcase100oz";
    _deathcorpse addMagazine "ItemRuby";
    _deathcorpse addMagazine "ItemEmerald";
        };
};

[nil,nil,rTitleText,"THERS A DEATH LOST FIND A REWARD IN HIS BODY","PLAIN",7.5] call RE;    


_despawn_timer = 500;
_missiontimeout = true;
_cleanmission = false;
_playerPresent = false;
_starttime = floor(time);
while {_missiontimeout} do {
    sleep 10;
    _currenttime = floor(time);
    {if((isPlayer _x) && (_x distance _deathcorpse <= 20)) then {_playerPresent = true};}forEach playableUnits;//check for nearest players
    if (_currenttime - _starttime >= _despawn_timer) then {_cleanmission = true;};
    if ((_playerPresent) || (_cleanmission)) then {_missiontimeout = false;};
};

 

 

if (_playerPresent) then {
waitUntil{{isPlayer _x && _x distance _deathcorpse > 300  } count playableunits > 0};
EPOCH_EVENT_RUNNING = false;
deleteVehicle _deathcorpse;
deleteMarker _marker_on_radius;
deleteMarker _marker;
[nil,nil,rTitleText,"Death Body Lost has been finished", "PLAIN",10] call RE;
}else{
sleep _despawn_timer;
EPOCH_EVENT_RUNNING = false;
deleteVehicle _deathcorpse;
deleteMarker _marker_on_radius;
deleteMarker _marker;
[nil,nil,rTitleText,"Death Body Lost has been finished", "PLAIN",10] call RE;
};

 

 

It's here.

Spoiler

_randomCases = round(random(3));
switch (_randomCases) do {    
        case 0 :{
    _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
        };       
        case 1 :{
    _deathcorpse addMagazine "ItemAmethyst";
    _deathcorpse addMagazine "ItemEmerald";
        };
        case 2 :{
    _deathcorpse addMagazine "ItemBriefcase100oz";
    _deathcorpse addMagazine "ItemRuby";
    _deathcorpse addMagazine "ItemEmerald";
        };
};

In this code, random(3) will create value between 0 and 3, which will be "round"ed to 1 - 3.

So, the reward is selected from case 1, case 2 and case 3 - here, case 3 does not exist.

To fix this, change case 0 to case 3

 

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On 2017. 05. 18. at 11:06 AM, Schalldampfer said:

It's here.

  Reveal hidden contents

_randomCases = round(random(3));
switch (_randomCases) do {    
        case 0 :{
    _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
        };       
        case 1 :{
    _deathcorpse addMagazine "ItemAmethyst";
    _deathcorpse addMagazine "ItemEmerald";
        };
        case 2 :{
    _deathcorpse addMagazine "ItemBriefcase100oz";
    _deathcorpse addMagazine "ItemRuby";
    _deathcorpse addMagazine "ItemEmerald";
        };
};

In this code, random(3) will create value between 0 and 3, which will be "round"ed to 1 - 3.

So, the reward is selected from case 1, case 2 and case 3 - here, case 3 does not exist.

To fix this, change case 0 to case 3

 

okay, i chang and not work. When i go in the body then finish the event. So what is wrong now?

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On 5/18/2017 at 5:06 AM, Schalldampfer said:

It's here.

  Reveal hidden contents

_randomCases = round(random(3));
switch (_randomCases) do {    
        case 0 :{
    _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
        };       
        case 1 :{
    _deathcorpse addMagazine "ItemAmethyst";
    _deathcorpse addMagazine "ItemEmerald";
        };
        case 2 :{
    _deathcorpse addMagazine "ItemBriefcase100oz";
    _deathcorpse addMagazine "ItemRuby";
    _deathcorpse addMagazine "ItemEmerald";
        };
};

In this code, random(3) will create value between 0 and 3, which will be "round"ed to 1 - 3.

So, the reward is selected from case 1, case 2 and case 3 - here, case 3 does not exist.

To fix this, change case 0 to case 3

 

That's not quite correct, 0 1 2 is 3 items , the 0 is always included , changing the 0 to 3 will mean whatever reward is in 3 might not be located as 3 would be the 4th item 

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16 hours ago, dayz noob said:

That's not quite correct, 0 1 2 is 3 items , the 0 is always included , changing the 0 to 3 will mean whatever reward is in 3 might not be located as 3 would be the 4th item 

_randomCases = round(random(3)) will be 1, 2 and 3. Not 0, 1 and 2. 

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5 hours ago, Schalldampfer said:

_randomCases = round(random(3)) will be 1, 2 and 3. Not 0, 1 and 2. 

all my life i was think 0 is taked as 1.

_randomCases = round(random(3));

case 0

case 1

case 2

 

anyway guys if it give problems we can use:

private ["_randomNumbers"];
_randomNumbers = floor(random 100);

if (_randomNumbers <= 40) then { 
 _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
};
if (_randomNumbers <= 70 && _randomNumbers > 41) then { 
  _deathcorpse addMagazine "ItemAmethyst";
    _deathcorpse addMagazine "ItemEmerald";
};
if (_randomNumbers <= 100 && _randomNumbers > 71) then { 
  _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
};

 

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7 minutes ago, Robert261171 said:

thanks mate

Spoiler

private ["_spawnRadius","_spawnMarker","_position","_positionarray","_mainpos","_markerRadius","_marker","_this","_center_1","_bodygroup","_deathcorpseskin","_despawn_timer",
"_missiontimeout","_cleanmission","_playerPresent","_starttime","_currenttime","_spawnChance","_spawnRoll","_randomNumbers"];

_spawnChance =  0.70; // Percentage chance of event happening
_spawnRadius = 5000;
_spawnMarker = 'center';
_position = [getMarkerPos "center",0,5500,10,0,2000,0] call BIS_fnc_findSafePos;
_positionarray = [
[(_position select 0) - 84.5, (_position select 1) - 21,-0.012],
[(_position select 0) - 70, (_position select 1) - 20,-0.012],
[(_position select 0) + 45, (_position select 1) + 25,-0.012],
[(_position select 0) + 96, (_position select 1) - 14,-0.012],
[(_position select 0) + 49, (_position select 1) + 17.5,-0.012],
[(_position select 0) + 38.5, (_position select 1) - 16,-0.012]
];
_mainpos = _positionarray call BIS_fnc_selectRandom;
_markerRadius = 350; // Radius the camp can spawn and used for the marker

if (isNil "EPOCH_EVENT_RUNNING") then {
EPOCH_EVENT_RUNNING = false;
};
 
// Check for another event running
if (EPOCH_EVENT_RUNNING) exitWith {
diag_log("Event already running");
};

EPOCH_EVENT_RUNNING = true;

// Random chance of event happening
_spawnRoll = random 1;
if (_spawnRoll > _spawnChance) exitWith {};

 

_marker_on_radius = createMarker ["bodycorpse",_position];
_marker_on_radius setMarkerShape "ELLIPSE";
_marker_on_radius setMarkerType "Cricle01";
_marker_on_radius setMarkerColor "ColorOrange";
_marker_on_radius setMarkerAlpha 0.8;
_marker_on_radius setMarkerBrush "Solid";
_marker_on_radius setMarkerSize [(_markerRadius + 50), (_markerRadius + 50)];

_marker = createMarker ["DeathLostBody", _position];
_marker setMarkerText "Death Lost Body";
_marker setMarkerShape "ICON";
_marker setMarkerType "SupplyVehicle";
_marker setMarkerColor "ColorBlue";
_marker setMarkerAlpha 1;
_marker setMarkerSize [0.1, 0.1];





_this = createCenter civilian;
_center_1 = _this;
_bodygroup = createGroup _center_1;
_deathcorpseskin = "INS_Lopotev_DZ";
_deathcorpse = objNull;
_deathcorpse = _bodygroup createUnit [_deathcorpseskin, [(_mainpos select 0) + 2, (_mainpos select 1) + 2], [], 1, "NONE"];
_deathcorpse setVariable ["bodyName","unknown",false];
[_deathcorpse] joinSilent _bodygroup;
_deathcorpse playMove "AidlPpneMstpSnonWnonDnon_SleepA_death";
removeAllWeapons _deathcorpse;
removeAllItems _deathcorpse;
_randomCases = round(random(3));

private ["_randomNumbers"];
_randomNumbers = floor(random 100);

if (_randomNumbers <= 40) then { 
 _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
};
if (_randomNumbers <= 70 && _randomNumbers > 41) then { 
  _deathcorpse addMagazine "ItemAmethyst";
    _deathcorpse addMagazine "ItemEmerald";
};
if (_randomNumbers <= 100 && _randomNumbers > 71) then { 
  _deathcorpse addMagazine "ItemSapphire";
    _deathcorpse addMagazine "ItemSapphire";
};


[nil,nil,rTitleText,"THERS A DEATH LOST FIND A REWARD IN HIS BODY","PLAIN",7.5] call RE;    


_despawn_timer = 500;
_missiontimeout = true;
_cleanmission = false;
_playerPresent = false;
_starttime = floor(time);
while {_missiontimeout} do {
    sleep 10;
    _currenttime = floor(time);
    {if((isPlayer _x) && (_x distance _deathcorpse <= 20)) then {_playerPresent = true};}forEach playableUnits;//check for nearest players
    if (_currenttime - _starttime >= _despawn_timer) then {_cleanmission = true;};
    if ((_playerPresent) || (_cleanmission)) then {_missiontimeout = false;};
};

 

 

if (_playerPresent) then {
waitUntil{{isPlayer _x && _x distance _deathcorpse > 500  } count playableunits > 0};
EPOCH_EVENT_RUNNING = false;
deleteVehicle _deathcorpse;
deleteMarker _marker_on_radius;
deleteMarker _marker;
[nil,nil,rTitleText,"Death Body Lost has been finished", "PLAIN",10] call RE;
}else{
sleep _despawn_timer;
EPOCH_EVENT_RUNNING = false;
deleteVehicle _deathcorpse;
deleteMarker _marker_on_radius;
deleteMarker _marker;
[nil,nil,rTitleText,"Death Body Lost has been finished", "PLAIN",10] call RE;
};

try with it.. and tell me.. what happend

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6 hours ago, Robert261171 said:

It was working fine but now as you walk up to the body it disappears, have not put any other scripts in lately.. 

shoot the body before u walk close to it and it stays and has loot inside it, body dose despawn very fast after that tho maybe 10-20 seconds

@juandayz have you fixed the body despawning so fast ? i am presuming it is a sleep function ?

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7 minutes ago, dayz noob said:

shoot the body before u walk close to it and it stays and has loot inside it, body dose despawn very fast after that tho maybe 10-20 seconds

@juandayz have you fixed the body despawning so fast ? i am presuming it is a sleep function ?

yes i was doing that, im testing the other version that was put up..

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