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Showing results for tags 'removecorpse'.
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Hi... again... so after a long hours of trying to make corpse removal i got to the point that i remove corpses but only on server side (after i respawn i dont see corpses, but everyone else sees it) For testing purpouses I make that OnPlayerDeath event on server side and it worked then, but thats not what i need. I need it strict client -> server. Here im sending player object to the server function PlayerDataCollector.OnPlayerDeath(player) if PlayerDataCollector.isReviving then debugPrint("OnPlayerDeath - Player died while reviving. Skipping.") sendClientCommand("RevivingClient", "isReviving", { true }) return end sendClientCommand("RevivingClient", "isReviving", { false }) PlayerDataCollector.isReviving = true end Here im receiving it on the server and im putting player square to the array function commandModule.RevivingClient.isReviving(player, args) if player ~= nil then if args[1] == true then debugPrint("RemovePlayersServer - OnPlayerDeath - Putting square to the alt list.") altDeathSquares[#altDeathSquares+1] = player:getSquare() elseif args[1] == false then debugPrint("RemovePlayersServer - OnPlayerDeath - Putting square to the list.") deathSquares[#deathSquares+1] = player:getSquare() end else debugPrint("RemovePlayersServer - isReviving - Player object is null.") end end Here im executing checks on the squares to see if there is a body function OnTick(ticks) checkDeathSquares(deathSquares, bodyIds) checkDeathSquares(altDeathSquares, altBodyIds) clearDeadCorpses(bodyIds, false) clearDeadCorpses(altBodyIds, true) end function checkDeathSquares(squares, bodyids) for key, square in pairs(squares) do local bodies = square:getDeadBodys() if bodies == nil or bodies:size() == 0 then return end for i=0, bodies:size() - 1 do local body = bodies:get(i) bodyids[body:getObjectID()] = body end squares[key] = nil end end Here im deleting corpses and dropping player items on the ground function clearDeadCorpses(bodyids, fullclear) for objectId, body in pairs(bodyids) do local bodysquare = body:getSquare() if not fullclear then local bodyinv = body:getContainer() local items = bodyinv:getItems() local itemsarray = {} if items then for i=1, items:size() do local item = items:get(i-1) table.insert(itemsarray, item) end end for i=1,#itemsarray do bodysquare:AddWorldInventoryItem(itemsarray[i], ZombRandFloat(0, 0.99), ZombRandFloat(0, 0.99), 0); bodyinv:Remove(itemsarray[i]) end end bodysquare:removeCorpse(body, false) bodyids[objectId] = nil end end Unfortunately the lack of modding documentation with examples makes it more difficult to understand the problem maybe someone more experienced with project zomboid modding could help me