Gotteshand

Leichen sind sofort weg nach Respawn

17 posts in this topic

Hi Zusammen.

Ich habe das Problem wenn ein Spieler Stirbt und wieder Respawnt, ist seine leiche sofort weg.

Gibt es in der exile_server_config.pbo die Möglichkeit die Zeit zuverändern damit die leiche meinetwegen 15 Minuten oder 30 Minuten liegen bleibt?

Vielen Dank für den Tip

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/*%FSM<COMPILE "C:\Program Files (x86)\Bohemia Interactive\Tools\FSM Editor Personal Edition\scriptedFSM.cfg, main.fsm">*/
/*%FSM<HEAD>*/
/*
item0[] = {"Start",0,250,775.000000,-50.000000,875.000000,0.000000,0.000000,"Start"};
item1[] = {"Continue",8,218,775.000000,25.000000,875.000000,75.000000,0.000000,"Continue"};
item2[] = {"Wait",2,250,775.000000,100.000000,875.000000,150.000000,0.000000,"Wait"};
item3[] = {"Every_30s",4,218,550.000000,175.000000,650.000000,225.000000,0.000000,"Every" \n "30s"};
item4[] = {"Group_Garbage_Co",2,250,550.000000,250.000000,650.000000,300.000000,0.000000,"Group" \n "Garbage" \n "Collector"};
item5[] = {"",7,210,596.000000,321.000000,604.000000,329.000000,0.000000,""};
item6[] = {"Every_1m",4,218,700.000000,175.000000,800.000000,225.000000,1.000000,"Every" \n "1m"};
item7[] = {"Object_Garbage_C",2,250,825.000000,250.000000,925.000000,300.000000,0.000000,"Object" \n "Garbage" \n "Collector"};
item8[] = {"",7,210,521.000000,321.000000,529.000000,329.000000,0.000000,""};
item9[] = {"",7,210,521.000000,46.000000,529.000000,54.000000,0.000000,""};
item10[] = {"",7,210,746.000000,321.000000,754.000000,329.000000,0.000000,""};
item11[] = {"Every_5m",4,218,825.000000,175.000000,925.000000,225.000000,1.000000,"Every" \n "5m"};
item12[] = {"",7,210,871.000000,321.000000,879.000000,329.000000,0.000000,""};
item13[] = {"Nothing",2,4346,700.000000,250.000000,800.000000,300.000000,0.000000,"Nothing"};
link0[] = {0,1};
link1[] = {1,2};
link2[] = {2,3};
link3[] = {2,6};
link4[] = {2,11};
link5[] = {3,4};
link6[] = {4,5};
link7[] = {5,8};
link8[] = {6,13};
link9[] = {7,12};
link10[] = {8,9};
link11[] = {9,1};
link12[] = {10,5};
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link15[] = {13,10};
globals[] = {25.000000,1,0,0,0,640,480,1,450,6316128,1,480.422882,979.178955,356.321381,-71.452309,1061,910,1};
window[] = {2,-1,-1,-1,-1,968,234,1528,234,3,1079};
*//*%FSM</HEAD>*/
class FSM
{
  fsmName = "main.fsm";
  class States
  {
    /*%FSM<STATE "Start">*/
    class Start
    {
      name = "Start";
      init = /*%FSM<STATEINIT""">*/"_lastTime30 = diag_tickTime;" \n
       "_lastTime60 = diag_tickTime;" \n
       "_lastTime300 = diag_tickTime;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "Continue">*/
        class Continue
        {
          priority = 0.000000;
          to="Wait";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "Wait">*/
    class Wait
    {
      name = "Wait";
      init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "Every_1m">*/
        class Every_1m
        {
          priority = 1.000000;
          to="Nothing";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"(diag_ticktime - _lastTime60) >= 60"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastTime60 = diag_ticktime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "Every_5m">*/
        class Every_5m
        {
          priority = 1.000000;
          to="Object_Garbage_C";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"(diag_ticktime - _lastTime300) >= 300"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastTime300 = diag_ticktime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
        /*%FSM<LINK "Every_30s">*/
        class Every_30s
        {
          priority = 0.000000;
          to="Group_Garbage_Co";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"(diag_ticktime - _lastTime30) >= 30"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/"_lastTime30 = diag_ticktime;"/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "Group_Garbage_Co">*/
    class Group_Garbage_Co
    {
      name = "Group_Garbage_Co";
      init = /*%FSM<STATEINIT""">*/"/*" \n
       "    Throw away empty groups" \n
       "*/" \n
       "" \n
       "_groupsToDelete = [];" \n
       "" \n
       "{" \n
       "    // Do not delete our graveyard group" \n
       "    if !(_x isEqualTo ExileGraveyardGroup) then" \n
       "    {" \n
       "        _units = units _x;" \n
       "" \n
       "        // Only delete empty groups" \n
       "        if (count _units isEqualTo 0) then" \n
       "        {" \n
       "            _groupsToDelete pushBack _x;" \n
       "        };" \n
       "    };" \n
       "}" \n
       "forEach allGroups;" \n
       "" \n
       "// Delete them now " \n
       "{" \n
       "    if (local _x) then" \n
       "    {" \n
       "        // The group belongs to the server" \n
       "        deleteGroup _x;" \n
       "    }" \n
       "    else" \n
       "    {" \n
       "        // Ask the group owner to throw away the group" \n
       "        [groupOwner _x, ""DeleteGroupPlz"", [_x]] call ExileServer_system_network_send_to;" \n
       "    };" \n
       "}" \n
       "forEach _groupsToDelete;"/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "Continue">*/
        class Continue
        {
          priority = 0.000000;
          to="Wait";
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          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
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        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "Object_Garbage_C">*/
    class Object_Garbage_C
    {
      name = "Object_Garbage_C";
      init = /*%FSM<STATEINIT""">*/"/*" \n
       "    Deletes vehicle wrecks, corpses and dropped items" \n
       "*/" \n
       "" \n
       "_despawnAfterMinutes = 60 * getNumber (configFile >> ""CfgSettings"" >> ""GarbageCollector"" >> ""despawnAfterMinutes"");" \n
       "_forceDespawnAfterMinutes = 60 * getNumber (configFile >> ""CfgSettings"" >> ""GarbageCollector"" >> ""forceDespawnAfterMinutes"");" \n
       "_despawnRadius = getNumber (configFile >> ""CfgSettings"" >> ""GarbageCollector"" >> ""despawnRadius"");" \n
       "_objectsToRemove = [];" \n
       "" \n
       "{" \n
       "    {" \n
       "        _diedAt = _x getVariable [""ExileDiedAt"", -1];" \n
       "" \n
       "        // If for an unknown reason Arma decided to skip the onMpKilled event" \n
       "        // or if some scripters added more AI and forgot to add the good events," \n
       "        // let the system think the unit died right now (so +/- 5mins)" \n
       "        if (_diedAt isEqualTo -1) then " \n
       "        {" \n
       "            _diedAt = time;" \n
       "" \n
       "            _x setVariable [""ExileDiedAt"", _diedAt];" \n
       "        };" \n
       "" \n
       "        _timeBeingDead = time - _diedAt;" \n
       "" \n
       "        if (_timeBeingDead >= _forceDespawnAfterMinutes) then" \n
       "        {" \n
       "            _objectsToRemove pushBack _x;" \n
       "        }" \n
       "        else " \n
       "        {" \n
       "            // Is the area around this building free of players?" \n
       "            if !([getPosATL _x, _despawnRadius] call ExileServer_util_position_isPlayerNearby) then" \n
       "            {" \n
       "                _objectsToRemove pushBack _x;" \n
       "            };" \n
       "        };" \n
       "    }" \n
       "    forEach _x;" \n
       "}" \n
       "forEach " \n
       "[" \n
       "    allDead," \n
       "    allMissionObjects ""WeaponHolderSimulated""" \n
       "];" \n
       "" \n
       "// Bye, bye!" \n
       "{" \n
       "    // Remove from simulation monitor, if modders didnt remove them" \n
       "    if (_x getVariable [""ExileIsSimulationMonitored"", false]) then" \n
       "    {" \n
       "        _x call ExileServer_system_simulationMonitor_removeVehicle;" \n
       "    };" \n
       "" \n
       "    deleteVehicle _x;" \n
       "}" \n
       "forEach _objectsToRemove;" \n
       "" \n
       "" \n
       "" \n
       "" \n
       "" \n
       "" \n
       "" \n
       "" \n
       "" \n
       "" \n
       "" \n
       ""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "Continue">*/
        class Continue
        {
          priority = 0.000000;
          to="Wait";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
    /*%FSM<STATE "Nothing">*/
    class Nothing
    {
      name = "Nothing";
      init = /*%FSM<STATEINIT""">*/""/*%FSM</STATEINIT""">*/;
      precondition = /*%FSM<STATEPRECONDITION""">*/""/*%FSM</STATEPRECONDITION""">*/;
      class Links
      {
        /*%FSM<LINK "Continue">*/
        class Continue
        {
          priority = 0.000000;
          to="Wait";
          precondition = /*%FSM<CONDPRECONDITION""">*/""/*%FSM</CONDPRECONDITION""">*/;
          condition=/*%FSM<CONDITION""">*/"true"/*%FSM</CONDITION""">*/;
          action=/*%FSM<ACTION""">*/""/*%FSM</ACTION""">*/;
        };
        /*%FSM</LINK>*/
      };
    };
    /*%FSM</STATE>*/
  };
  initState="Start";
  finalStates[] =
  {
  };
};
/*%FSM</COMPILE>*/

Edited by -Totto-
meine geht auch oder ?

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was sind deine einstellungen in der @exile_server_config\config.cpp unter glaub garbage collector heist es

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Also bei uns sind die Settings wie folgt...

	///////////////////////////////////////////////////////////////////////
	// GARBAGE COLLECTOR
	///////////////////////////////////////////////////////////////////////
	class GarbageCollector
	{
		/*
		* This number defines after how many minutes (+1..5 minutes imprecision) 
		* a corpse, vehicle wreck or dropped items should despawn.
        *
        * These things will despawn after despawnAfterMinutes time, but only
        * if there is no player within despawnRadius. If forceDespawnAfterMinutes
        * exceeded, it will despawn anyways.
		*/
		despawnAfterMinutes = 30;
		forceDespawnAfterMinutes = 45;
		despawnRadius = 40;
	};

...aber die Leichen verschwinden seit kurzem auch sehr schnell. Könnte evtl. mit A3XAI zu tun haben?!

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despawnAfterMinutes = 15;
        forceDespawnAfterMinutes = 25;
        despawnRadius = 40;

Edited by -Totto-
Ja sind sehr schnell weg..Sage mal max 5 min ist die weg.

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