View Full Version : HOW-TO: Make dead bodys stay on the battlefield...
Sarge
29th Mar 07, 10:15 PM
This HOW-TO, is how to make bodys that are dead, stay on the battlefield and not disappear on a set time limit. It is quite easy to do...Follow the steps below and you will have it working :D.
NOTE: That for unknown reasons NOT ALL bodys stay, its about every 1 in 5 bodys that stay on the battlefield.
Step 1) Open Corsix Mod Tools, and load up you mod or create a new one.
Step 2) Navigate into
>>Attrib/Attrib/ebps/races/<<<A RACE HERE>>>/Soldiers/<<<SOLDIER EBPS FILE HERE>>>
Step 3) In each soldiers ebps file navigate into
>>>GAMEDATA/health_ext
Step 4) Under the health_ext of EVERY SOLDIER FILE in the EBPS tree. Change...
delete_when_dead
to " false "
Step 5) Repeat that for EVERY SINGLE file under the race's soldiers ebps tree.
Thats it, save the files and run the mod with
-dev -modname <<THE NAME OF THE MOD HERE>>
in the shortcuts command line, and then start killing.
blaxxsephia
29th Mar 07, 10:21 PM
Woohoo finally! Thanks
Akranadas
29th Mar 07, 10:23 PM
Moving to "How-To's and Tutorials" section
Kyranzor
30th Mar 07, 12:03 AM
er.. are you sure this works? because back like.. 3-4 months ago we all (the modders) tried this, and it never worked....................... at all.... not once... so we ended up just making the wounded men stay on the field!
Sarge
30th Mar 07, 12:05 AM
Yeah, im positive. This is ALL I changed in my mod, and it works, as i said every 1-5 stay but yeah it works. Unless the mod studio changed things by itself this worked :D
EDIT: Want An Example? Visit this thread... http://forums.relicnews.com/showthread.php?t=140240
and download the example mod called "BodysStay" Sgt. D. Pilla uploaded it for me :D
Nazitommy
30th Mar 07, 7:59 AM
Lets say you want to make the Volksgrenadiers bodies and injured stay on the battlefield.
Attrib --> epbs --> races --> axis --> soldiers --> volksgrenadier.rgd --> casualty_ext. Now edit Maximum_Death_time and minimum_death_time to say 1000. Now save. You should now have the Volksgrenadiers stay on the battlefield much longer. You also gotta do this with volksgrenadier_leader.rgd i order to make him also stay longer.
merv243
31st Mar 07, 8:06 AM
Yea, after reading the thread about keeping destroyed vehicles on the battlefield and indestructible, I tried this, and it definitely works, with the 1/5 as he said. Which, of course, I find very strange. But at least you can kind of see where the hotly contested areas have been. What I found awesome was on the defending carentan mission, the bodies were still there from the attacking mission. There are some minor glitches though, like casualties in houses still stay standing and moving in the window, and the only way to tell they are dead is that the house looks empty (freaked me out when I ran by the house with the sniper I knew I killed, but there was one in the window). Also some problems with weapon crews, like when I killed a mortar squad, and the mortar was available to take, but without hovering over it with the mouse, it looked like they were all still alive and ready to fire...
STEAL
31st Mar 07, 12:59 PM
this is still not solving the problem everyone before you has tried this and it didnt work yeah some stay but not all. You really didnt solve anything sorry but kyranzor is right.
Sarge
31st Mar 07, 4:40 PM
Hmmm he kinda is, but kinda isnt....DEAD BODYS are staying, but not all. Which is more than how many were originally staying :D Kyranzor was saying that this just doesnt work...But it does ;) And with this added into a mod like KMOD or Combat Revolution, where large size battles and early on skirmish's occur, what you end up with is ALOT of dead.
I have a screenshot, Ill upload it soon.
Sturmtruppen
31st Mar 07, 7:30 PM
i read in a mod description somewhere, i cant remember which mod, but i think they made all bodies wounded or dead stay for like 240 seconds or something... how do you do that :P
cf_nz
31st Mar 07, 9:04 PM
For wounded: min/max_death_time in casualty_ext in the ebps soldiers files.
Edit: A few observations after trying this.
The delete_when_dead = false does work.
The reason why relatively few bodies remain is that they are the only ones considered 'dead' by the game. If you look at the critical tables for small arms, there is a high change of a soldier being made a 'casualty'. Casualties have a separate timer, as above, and are not considered dead (as far as I can tell). I'm not sure whether criticals play a role in all deaths or not.
Edit: Even with changes to both delete_when_dead and min/max_death_time, not all bodies remain?????
blaxxsephia
9th Apr 07, 8:42 PM
awesome!!!
Sidekick_022
9th Apr 07, 9:18 PM
LOL K, insane, I thought it would work....Good work sarge :D
blaxxsephia
10th Apr 07, 12:50 PM
I really really like it
Sidekick_022
10th Apr 07, 2:57 PM
Same, Its so great :D
cf_nz
10th Apr 07, 4:15 PM
More casualty/death related timers can be found in tuning\tuning/rgd, death.
merv243
10th Apr 07, 5:28 PM
So what is the final decision on how to make all the bodies stay? Or was that screenshot just after MANY deaths, so many that those dead are just 1/5 of the total? Sorry if I seem slow, I just didn't seem to ever see a way posted to make them all stay
Sidekick_022
11th Apr 07, 3:41 AM
no final decision yet, just alter the casulity stay time and then you have ALOT of bodys :D
blaxxsephia
12th Apr 07, 6:53 AM
Thats my screenshot after a hour played coh,, no manipulation
merv243
13th Apr 07, 3:07 PM
What I meant was that I was wondering if some or all of of your bodies stayed (after an hour at a choke point I assume that is only some of them)
Sidekick_022
13th Apr 07, 10:33 PM
it really does depend on the serverity of the war!
If its a full blown very violent war, there will be more bodys, as there are more actuall "dead" bodys then what there would be in a full blown but low violence war :D
if you kinda get what i mean
UnluckyMan
3rd May 07, 9:36 AM
I'm just thinking, but in the infantry_riflemen_dead_foreversp.rgd, the death_seconds setting is set to -1, no other one is set to this - might this help?
UberBugz
3rd May 07, 6:56 PM
UnluckyMan,
Heh, I was wondering if anyone else noticed that (death_seconds = -1). I tried it with COH 1.5 and it seemed to me that dead bodies stayed. But it was more like what other people said... Only *some* of the bodies stayed.
I've just updated to 1.6, and will go thru and change the death timings again to make sure. It's possible there might be two ways to handle dead bodies staying on the battle field. In either case, maybe only some of them stay due to the COH engine.
step2ice
7th May 07, 12:29 PM
Ok before I mess up my CoH installation.
The wiki faq says the the save fuction in Corsix's DoW and CoH mod studio is not very stable.
And when I modify something there is that only for the mod or are my original files also modified then?
UberBugz
7th May 07, 4:16 PM
First off, setting 'death_seconds' = -1 appears to work like 'delete when dead' = false. Setting both these values together doesn't help either. Many soldiers die, and only some of the bodies stay. The bloodier the battle, the more bodies you have. Tested this with COH 1.6.
"step2ice":
None of your original files will be modified. It's possible Corsix's tool isn't stable, but I've used the save function (*.rgd) well over a few thousand times. Haven't seen a situation where I thought the Corsix software mucked up my installation yet. If I did have problems... It was always my fault. Backup what you have, and careful what you plan on changing.
step2ice
8th May 07, 7:38 PM
Ok, I've done everything like it is stated in the readme.
Didn't work though.
And it may be because of the following.
When I was done with editing I searched for a save function. While under the file tab there wasn't one there was this folder symbol on the right window which is called save.
So I clicked on it and I assume that it saves my mod.
Strange thing was as I wanted to close the programm it asked me to save every single file I edited.
Because I thought I saved the mod with the folder button I clicked no to every question regarding the modified value safe.
I thought this would mean my original files.
Is that the case or do I have to click 40 times on the save for every file for the mod?
MonkeysHumpFish
9th May 07, 5:15 AM
yeah there is 1 save button that doesnt work (the one with the floppy disk image) it always says it saves, but like never does :( so use the other one lower right courner that always works
EDIT: ohh and also, modding the game DOES NOT EVER CHANGE ORIGINAL GAME FILES!!!!!
when using mod studio remember to save after editing each rgd (good practice)
UberBugz
9th May 07, 8:25 PM
I hope this isn't an example of trolling... Wah!, I just can't seem to get to work. Please help me.
(But we did help you!)
Wah!, I still can't get this to work...
(So we help you again!)
Wah!, COH sucks...
LOL!!!!
MonkeysHumpFish
9th May 07, 10:06 PM
Yes Mr. UberBugz :D i fully understand (NOT!!!) but yeah, This fair does work just not great, but its better than nothing ay ay?? yeah :D
straig
26th Nov 07, 5:40 AM
will this work online? if we edit some sga file?
Jarhead
26th May 08, 5:30 PM
Not sure if this works, whenever I try it the bodies disappear as normal. Although I have had an idea which could present a solution.
I believe in ebps\environment\art_ambient\objects\grave_stones there are some entites for dead soldiers. These could be used like wrecks for vehicles and added to the health_ext, thus creating a new entity (or dead body) on death.
Monty76
26th May 08, 6:35 PM
If anyone has any luck with that, please post it up!
weesals
28th May 08, 4:48 AM
*Cough*death_intensity_heavy*cough*
I laugh at this thread every time, I have it goin just dandy :)
Avatar13
28th May 08, 8:48 AM
*Cough*death_intensity_heavy*cough*
weesals, could you please enlighten a noob as to where to find this line? I've looked around but can't find it and I'd like to give it a try. Thanks!
Monty76
28th May 08, 6:24 PM
Or better still, post the whole modified config file!!
newcomer
29th May 08, 2:43 PM
i think he means the values in "turning_bags" and "turning" which you can edit to get different results
Avatar13
29th May 08, 3:53 PM
i think he means the values in "turning_bags" and "turning" which you can edit to get different results
Thanks!!! Giving it a shot now.
popadaddy
29th May 08, 4:44 PM
Boys, You cant/ will never get full results for trying to get dead bodies/tank burning wrecks to stay on the field in Opposing front. Since the expansio pack no one has managed to do it, the tunning files only working in Normal Company of heroes.
Avatar13
29th May 08, 6:33 PM
Boys, You cant/ will never get full results for trying to get dead bodies/tank burning wrecks to stay on the field in Opposing front. Since the expansio pack no one has managed to do it, the tunning files only working in Normal Company of heroes.
Thanks for setting us lads straight. At least I've learned how to make some of them stay for much longer periods of time so it's not been a total waste.
weesals
30th May 08, 1:07 AM
Boys, You cant/ will never get full results for trying to get dead bodies/tank burning wrecks to stay on the field in Opposing front. Since the expansio pack no one has managed to do it, the tunning files only working in Normal Company of heroes.
Would you like to back that up?
It was done in COH for ages, and has been done in Opposing Fronts aswell, there is only one person who did it sucessfully
As for tank wrecks, they are easy as pie to get to stay for ever, only they create bottlenecks so you need to make them destroyable to be able to manouver
Thanks for setting us lads straight. At least I've learned how to make some of them stay for much longer periods of time so it's not been a total waste.
If you read the first post of this thread, thats what this thread is about!
So you are telling us nothing new
Monty76
30th May 08, 8:25 AM
I don't want the wrecks to stay there forever, as you said: bottlenecks. I just want them to belch smoke and flame for a while!!!
Which file are the lines to be found in, might have a fiddle with it later and post it if successful...
Edit: Who managed to get the permanent dead bodies working in OF?
weesals
3rd Jun 08, 8:58 PM
Me!!
And the thread creator *Mind you, he sent me the files XD*
Avatar13
4th Jun 08, 9:36 AM
If you read the first post of this thread, thats what this thread is about!
Uh, yeah, no kidding. That's why I posted in it to find out how to do it as there seemed to be different opinions throughout the thread as to whether it worked or not and how well. Why did you think I didn't read the first post?
So you are telling us nothing new
Well I was only responding to what I quoted, not trying to tell you anything "new" at all... just that it worked as advertised for me is all.
Monty76
4th Jun 08, 10:53 AM
Me!!
@Weesals: Would you be so good as to post the necessary file? I got it working in CoH, but not in OF. If you can't do that, tell us exactly where to find the file that needs to be edited, as I don't have a clue where to look.
weesals
4th Jun 08, 2:49 PM
you have to moddify every rgd for the units in ebps, and the tuning table...
It takes a bit, but I managed to get every dead body staying
Monty76
5th Jun 08, 3:15 AM
That sounds like something beyond my abilities! If you've managed to get it working in OF, why not post it up here as a mod?
karnaza
5th Jun 08, 6:20 AM
hello to all
I have done an serie of modification en the "tuning" files and the rbs of the units
and finally i can say: is impossible change the time of exposition of the ragdolls in the game. only is possible increase the number of corpses exploited and the number of "images corpses" ( those corpses what dont suffer damage for explosion and other effect) but no more
if somebody is able please please please talk me
postdata: sorry for my english
weesals
5th Jun 08, 7:24 AM
ragdolls is easier to do then persistant bodies are!
Increase the ragdoll in the death/tuning.rgd
Monty76
5th Jun 08, 9:23 AM
@Karnaza: Do it! That's what most of us want, just bodies lying around, whether they're affected by explosions or not.
kdong1234
21st Jun 08, 6:24 PM
sometimes it not working...;;
Roysalipuran
6th Feb 09, 9:59 PM
does this mod cause any problems?
Kent_Lang
7th Feb 09, 3:50 AM
Sometimes the "bodies" don't lie down on the ground but just stand with their arms streched out like a T. This is especially the case with the persons who operate HMGs.
Roysalipuran
7th Feb 09, 3:52 AM
yeah another one is when they are inside buildings.. they get killed. they just stand there like nothing happened..
Another one is the anoying undead drummer guy :wtf:
sirpsychoj
7th Feb 09, 4:51 AM
Heh, I was wondering if anyone else noticed that (death_seconds = -1). I tried it with COH 1.5 and it seemed to me that dead bodies stayed. But it was more like what other people said... Only *some* of the bodies stayed.
Referring to the quote above on previous page. In Scar, -1 generally represents the value as permanently on or active, and so I feel that this value in Studio is also trying to implement this but Im sure its also inbuilt code by Relic possibly overwriting it so not as to lag the game or limit viewable dead corpses
newBAUS
8th Feb 09, 2:36 AM
If anyones still wondering why some bodies stay and some don't, the fact is that the people who are on screen when killed disappear, but those who die when you're not looking will stay.
macachuset
15th Feb 09, 3:01 AM
Will my VGA card work harder if i apply this mod O_o
SoulAssassin
27th Feb 09, 2:25 AM
Talk about a slaughter :D
http://i212.photobucket.com/albums/cc223/QuiuboLoco/TommiesSlaughtered-1.png
AnyKey
2nd Mar 09, 1:02 AM
Soul how did you manage this? did you change something? because when I play this mod they still disappear.. Could you perhaps explain ;)
SoulAssassin
3rd Mar 09, 1:46 AM
Anykey I noticed that the ones that stay are the ones I dont see die. Not all of them stay though. In the pic I posted above I used about 6 halftracks with MG crews and 2 Jagdpanthers all firing at the spawning Brits from the campaing level Return to Valkkensward(or however you spell). I let them do their killing and I was focused on another part of the map. When I came back this is what I saw.
sgt.davis
25th Jul 09, 9:02 AM
Dont know if its too late to post here. All my bodies show up when they die but still dissapear(all of them) after a few seconds. Before I got some more RAM my physics was set to low or off and then all of them stayed but weren't affected by explosions and now this! I havent fixed it but played around with tuning and kill_type. Now the infantry explode when killed.
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