Jump to content
  • 0

Corpses instantly, or very quickly, disappearing (sometimes)


DangerRuss

Question

I have an issue on my overpoch server with corpses occasionally disappearing instantly or very quickly after death and more often then not, not leaving a skull and crossbones. This doesn't happen on every death and I can't seem to recreate it, it just happens sporadically. Where do I even start to try to find this issue? No errors in the RPT.

 

Some mods I have installed

Souls custom coin system

NPC Bankers

Custom kill messages (pictures) with updated deathboard.

InifiStar safe zones

Snap Building Pro

Vectoring

Precise base building

Service points

Indestructible locked vehicles near plot poles

Take Clothes

DZMS

Welcome Credits

Basic mission side spawn loadout script

 

That should be all, not 100% sure if  Ilisted everything but this is definitely 99% of what I have installed. Any pointers would be a huge help thanks.
 

Link to comment
Share on other sites

13 answers to this question

Recommended Posts

  • 0

I believe I had this happen on my server (Overpoch) yesterday. A player died, went back to retrieve his gear, his body was gone. Couldn't find anything on the admin map either, but he definitely died because I saw it in the logs. It's the first time I have ever seen something like this happen, but I just chalk it down to "because Dayz".

Link to comment
Share on other sites

  • 0

Just to update everyone that I have solved the issue but its VERY unlikely that you will have made the same mistake I have

I recently went through all my files optimizing things and adding error handling to things, and completely overlooked a aspect of the AI system when adding error handling, in ai_monitor I had this:
 

if (ai_clean_dead) then {
	{
		_killedat = _x getVariable ["killedat", 0];
		if (!isNil "_killedat") then {
			if ((time - _killedat) >= ai_cleanup_time) then {
				deleteVehicle _x;
			};
		};
	} count allDead;
};

When it was supposed to be:

 

if (ai_clean_dead) then {
	{
		_killedat = _x getVariable "killedat";
		if (!isNil "_killedat") then {
			if ((time - _killedat) >= ai_cleanup_time) then {
				deleteVehicle _x;
			};
		};
	} count allDead;
};

Effectively I had basically forced killedat to always return 0 meaning it'd never be nil, thus when it looped over all dead bodies it'd be returning 0 for players bodies, and as per the condition for deleting the body it would return true, and delete the body.

Edited by KamikazeXeX
Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Discord

×
×
  • Create New...