If you mean "Dead on spawn", then I'm pretty sure the only thing they do is set the health to 0 in the all.spawn
It's possible to make a corpse via scripted spawn, but as far as I'm aware it's impossible to spawn an already-dead stalker via scripting, you have to spawn one that's alive and subsequently killed either through a script or the logic files.
Actually...I think I found it. It's the spawn name. Wolf is my example.
name = esc_wolf
I changed spawn story ID and wolf was still there.
I changed his profile and spawn name from esc_wolf to a new NPC also named "wolf". He disappeared after death, with the elapsed time indicated in;
corpse_remove_game_time_interval = 1 ; hours
stay_after_death_time_interval = 1
Now to test again and if true change all unique or quest NPCs to "other".
@Vintar can you explain the "off line flag" not sure what you mean.
Using the method you found, can you 'make' a perma corpse?
I mean, rather than taking what is usually a perma corpse and removing its 'perma' status, can you use it to take a random NPC and give them perma corpse status?
It seems to be an entirely random thing in NS. A character can be a perma corpse in one game, and not in another. Some corpses hang around like perma corpses for game days, then you'll pass that spot again and they're no longer there. I don't mean dragged off by a mutant or even just become invisible - the game just seems a bit slow in removing some, a bit too quick in removing others, and just not bothered about litter at all when it comes to the odd few that were never permas before.
A preoccupation with the next world is a clear indication of an inability to cope credibly with this one.