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dead player graves


HisShadow

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I would guess it's this in Server_functions around line 777

if (local _x) then {
			if (_x isKindOf "zZombie_Base") then
			{
				_x call dayz_perform_purge;
				sleep 0.05;
				_delQtyZ = _delQtyZ + 1;
			} else {
				if (_x isKindOf "CAManBase") then {
					_deathTime = _x getVariable ["processedDeath", diag_tickTime];
					if (diag_tickTime - _deathTime > 1800) then {
						_x call dayz_perform_purge_player;
						sleep 0.025;
						_delQtyP = _delQtyP + 1;
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any chance anybody could help me track down where to edit the time till a players body turns to a bone pile grave or better yet disable that all together? i much prefer the bodies to stay around.

 

 

I would guess it's this in Server_functions around line 777

if (local _x) then {
			if (_x isKindOf "zZombie_Base") then
			{
				_x call dayz_perform_purge;
				sleep 0.05;
				_delQtyZ = _delQtyZ + 1;
			} else {
				if (_x isKindOf "CAManBase") then {
					_deathTime = _x getVariable ["processedDeath", diag_tickTime];
					if (diag_tickTime - _deathTime > 1800) then {
						_x call dayz_perform_purge_player;
						sleep 0.025;
						_delQtyP = _delQtyP + 1;

 

From the example posted by Pro_Speedy, only alter line 785, where "1800" is moved up or down.  (1800s = 30min). 

 

Note that the longer you keep the server from cleaning up the corps (ie. turning it into a skull that has an inventory), the longer the server need to keep the corps as a player entity.  Having it as a skull with inventory removes the need to show the corp and all items as if it was still a player, which saves the server some work. 

If you absolutely want to switch to another object to hold the inventory, find this section in your server_functions.ini: 

 

dayz_perform_purge_player = {

	private ["_countr","_backpack","_backpackType","_backpackWpn","_backpackMag","_objWpnTypes","_objWpnQty","_location","_dir","_holder","_weapons","_magazines"];
    diag_log ("Purging player: " + str(_this));	

	if(!isNull(_this)) then {

		_location = getPosATL _this;
		_dir = getDir _this;

		_holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];
		_holder setDir _dir;
		_holder setPosATL _location;

		_holder enableSimulation false;

		_weapons = weapons _this;
		_magazines = magazines _this;

		// find backpack
		if(!(isNull unitBackpack _this)) then {
			_backpack = unitBackpack _this;
			_backpackType = typeOf _backpack;
			_backpackWpn = getWeaponCargo _backpack;
			_backpackMag = getMagazineCargo _backpack;

			_holder addBackpackCargoGlobal [_backpackType,1];

			// add items from backpack 
			_objWpnTypes = _backpackWpn select 0;
			_objWpnQty = _backpackWpn select 1;
			_countr = 0;
			{
				_holder addWeaponCargoGlobal [_x,(_objWpnQty select _countr)];
				_countr = _countr + 1;
			} forEach _objWpnTypes;

			// add backpack magazine items
			_objWpnTypes = _backpackMag select 0;
			_objWpnQty = _backpackMag select 1;
			_countr = 0;
			{
				_holder addMagazineCargoGlobal [_x,(_objWpnQty select _countr)];
				_countr = _countr + 1;
			} forEach _objWpnTypes;
		};
	};

Note line 656:

_holder = createVehicle ["GraveDZE", _location, [], 0, "CAN_COLLIDE"];

You can try and change it to something else than GraveDZE - just be sure that the object is available in the basic Epoch package.  I have not tested this myself, but if you want to experiment, there you go. 

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thanks to both of you thats is exactly what i was looking for , the default 30 mins is just not long enough to get back to a body sometimes and it renders some scripts useless without actually having a body ie take clothes or functions on dead player corpses.

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