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Death & New Life Rule

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If a character dies and is not revived — they respawn at the hospital — they forget the people who were close enough to see them go down. Memories and familiarity. A revive keeps everything.

The basics

KeyDefaultAllowedWhat it does
Config.Death.Enabledtruetrue / falseThe whole rule, on or off.
WitnessRadius25.0metresWho counts as a witness around you.
RequireLineOfSighttruetrue / falseWitnesses need a clear view of you. Walls block, windows do not.
RequireFacingfalsetrue / falseWitnesses must also be facing you.
LosFlags17flagsLine-of-sight test flags: 1 world + 16 objects. Leave as is.
Snapshot'both''down' · 'dead' · 'both'When the witness list is taken: when you fall, when you fully die, or both lists added together.
EraseFamiliaritytruetrue / falseAlso forget familiarity, not just memories.
NotifyOnRespawntruetrue / falseShow "You don't remember the people around your death." after a respawn.
IgnoreBuckets{}e.g. { 7, 8 }Routing buckets where deaths never count — arenas, events, minigames.

Revive versus respawn

The whole rule turns on one question: was this a revive or a respawn?

KeyDefaultAllowedWhat it does
KeepOnRevive{ 'medic', 'player', 'item', 'npc', 'admin' }any of those fiveWhich kinds of revive keep memories. Remove one to make it count as a respawn.
UnknownOutcome'movement''movement' · 'keep' · 'forget' · 'admin'What to do when the ambulance script cannot be read.
ReviveSettleSeconds3secondsWait after "alive again" before deciding — server positions arrive late.

A confirmed revive of an unknown kind always keeps.

The movement rule

With UnknownOutcome = 'movement' (the default), the script watches where a downed player goes:

While down and on foot, a jump longer than TeleportJumpMeters between two position samples, which starts outside and ends inside HospitalRadius of a hospital point, is a respawn. Anything else is a revive.

KeyDefaultAllowedWhat it does
TeleportJumpMeters20.0metresHow big a jump counts as a teleport.
HospitalRadius60.0metresHow wide a hospital point's catchment is.
SampleMs1000msTime between position samples while someone is down.
HospitalPointsfive vanilla hospitalsvector3 listWhere hospitals are.
lua
HospitalPoints = {
    vector3(298.6, -584.5, 43.3),    -- Pillbox Hill Medical Center
    vector3(-449.7, -340.8, 34.5),   -- Mount Zonah Medical Center
    vector3(340.0, -1396.0, 32.5),   -- Central Los Santos Medical Center
    vector3(1839.4, 3672.9, 34.3),   -- Sandy Shores Medical Center
    vector3(-247.8, 6331.2, 32.4),   -- Paleto Bay Medical Center
}

Disconnects

KeyDefaultAllowedWhat it does
OfflinePolicy'wait''wait' · 'respawn' · 'ignore' · 'timeout'A player disconnects while down. wait = decide when they come back. respawn = forget now. ignore = never forget. timeout = forget if they are offline longer than OfflineTimeoutMinutes.
OfflineTimeoutMinutes30minutesUsed by 'timeout'.
PendingMaxHours72hoursA waiting case still open after this long counts as a respawn.
LoginSettleSeconds15secondsAfter logging back in, how long to wait before checking whether they are still down.
OpenMaxMinutes60minutesBefore a long downed scene is looked at again.

Deaths seen by other players

Nearby players' games also notice a death. These keys decide how such reports are confirmed and who is asked whether they saw it. Leave them as they are unless support asks. Reports from other players alone never make anyone forget anything: the server always has to confirm the death.

KeyDefaultAllowedWhat it does
ConfirmSeconds120secondsHow long the server waits to confirm a death that only other players reported, before it drops it.
ObserverMinReports2countHow many different players must report a death before its witness list is taken.
SuppressedWindowMinutes10minutesA death only other players reported, followed by a move to a hospital within this time, counts as a respawn.
MaxProbes32countMost players asked "could you see it?" per death — everyone within WitnessRadius, nearest first.
WitnessAnswerMs1500msHow long to wait for the witnesses' line-of-sight answers.
NoAnswerCountsAsWitnesstruetrue / falseA player whose game does not answer in time still counts as a witness. Keep it on.

Admin review

KeyDefaultAllowedWhat it does
AdminRestoretruetrue / falseAdmins can undo a wrong erase from the death review list.

Every erase is written to the admin log with its witness list, its outcome and how that outcome was decided. Restores go to the Deaths webhook when it is configured.

The admin panel's Deaths page lists every case with a short status (Down now, Waiting, Revived, Respawned, Kept by admin, Wiped by admin), the witnesses, and two buttons:

  • Keep memories — nobody forgets anything for this death. On a case that was already wiped, this brings the wiped memories back (Restore memories, needs AdminRestore = true).
  • Wipe memories — the person who died forgets the witnesses now.

The buttons need the edit admin level and a written reason (Config.Admin.RequireReason), and every choice is logged. See Admin Panel.

Performance

KeyDefaultWhat it does
Config.Performance.DeathPollMs250How often the down check runs.
Config.Performance.ObserveDeathRadius25.0Metres within which nearby players report a death they see.

Death scripts

The death selector tells a revive from a respawn using your ambulance script's own signals where it can. Our own detection and the movement rule always run underneath.

KeyDefaultAllowed
Config.DeathSystem'auto'auto · qbx_medical · qb-ambulancejob · esx_ambulancejob · wasabi_ambulance_v2 · wasabi_ambulance · ars_ambulancejob · ars_ambulance · osp_ambulance · brutal_ambulancejob · ak47_ambulancejob · ak47_qb_ambulancejob · randol_medical · visn_are · native · custom · none

txAdmin heals are always read as an admin revive (txAdmin:events:healedPlayer), whichever ambulance script you run.

Per-script detail, and the one-line snippets some scripts need in their own open listener file: Ambulance & Death Scripts.