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Body Corpse Limit
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Description

Hello, I am sorry to say this and maybe you can not deal with this, but to me this concerns a major issue.

Every server I go in to has many dead people and the corpses stay there and I found a script which could not be edited called CorpseLimit = 15 I believe it said.

Due to this, every server I get really bad performance issues, even people with very good systems deal with problems with this. Maybe something has already been dealt with but I've looked everywhere on the internet on how to tweak this script and I couldn't find anything.

I've searched the PBO files, ext files, everthing. Please if you know how to change the corpse limit, I would love to know.

Thank you and I hope you manage to find something.

Details

Legacy ID
513642573
Severity
Major
Resolution
No Bug
Reproducibility
Always
Category
Scripting
Steps To Reproduce
  1. Join a Mutliplayer Server.
  2. Too many dead bodies (CAUSES LAG)
  3. Game becomes unplayable because of frustration of lag.
  4. Quit game.
Additional Information

I am currently using the latest built, developers build.

Event Timeline

DimitriUK edited Additional Information. (Show Details)
DimitriUK set Category to Scripting.
DimitriUK set Reproducibility to Always.
DimitriUK set Severity to Major.
DimitriUK set Resolution to No Bug.
DimitriUK set Legacy ID to 513642573.May 7 2016, 1:02 PM

This is all due to poor mission scripting.

BIS has already got a Garbage collector module built into the game, all the scripters need to do is use it. OR better yet, make their own!

This is no fault of BIS, again, it's poor mission script quality.

Mission makers should add a repeating trigger with this:

{ if (!alive _x) then { deletevehicle _x } } foreach (nearestObjects [player, ["Man"], 200]);

So that all bodies will get deleted when ever the trigger fires. (set range to whatever you want).

I am not sure if the garbage module in the editor is working, never got it to work in A2 at least.

^ another way is to put 'killed' event handlers on every 'man' when they spawn.

The eventhandler script can just have "sleep 10; deletevehicle _this select 0;"

http://community.bistudio.com/wiki/addEventHandler

Alright thanks guys. Look's like this issue is solved then due to my poor researching and poor mission scripting. Thanks guys.

MadDogX added a subscriber: MadDogX.May 7 2016, 1:02 PM

As others pointed out, this is due to poor mission scripting, not a game issue.