Heya Murph, My bro just mentioned to me you were looking into the jip issue.. yea it's a pain.. I just did disableai=false
then put em out of harms way at respawn.
I just started thinking about it more though.
and the difference between ai and players in regards to being on the map is..
You can delete an ai body but leave ai's enabled..
and you can't delete a players body..
I believe that by setting desableai=false,
then deleting ai's bodies names man1-12. you might be able to solve the problem.. I'll see if i can look into it.
Maybe on a trigger set to every 20 mins or so..just execute a delete man1,man2,man3 etc to12..
you can't delete a player, so only the ones who are ai's will disappear.
It might trick the game into acting as if the ai's are still forced on. because they are.
hopefully that will negate the seagull problem.
and the extra bodies problem.
Oh murphy, to partially fix the issue your having in quarantine. Take out the names of the players in the individual players init lines.. you cant have man2 punish himself with the killed event apon death, or he will get himself executed every time he dies. Even if he kills himself, is killed by something else, or respawns. lol..
Me and my bro David.B have pretty good understanding of it now a days XD..That works to an extent anyway.
But if i recall that issue crept back up later anyway.
But it's something to look into.
If you figure out a way to remove the dead players bodies please do let us know..
It's a show stopper..
that kind of issue will lag a server to death..
I'm Bishop btw.. but the name was taken.. Go figure.. >