New Life Rule
The classic roleplay rule, enforced by the script instead of by trust: if your character dies properly and respawns, you forget the people who watched it happen.
The rule
When you go down:
- The server makes a list of everyone within 25 metres who could see you.
- Then it waits to find out what happened to you.
| Outcome | Result |
|---|---|
| You are revived — by a medic, a player, an item, an NPC or an admin | Nothing happens. Everybody keeps their memories. |
| You respawn instead | You forget every witness on that list, and lose your familiarity with them. |
It is one-directional. You forget the witnesses. They keep their memories of you — you are the one who died, not them.
Who counts as a witness
The witness list is the list of people you will forget. Being on it costs the witness nothing.
| Rule | Default | Config key (Config.Death) |
|---|---|---|
| Distance | 25 m | WitnessRadius |
| Clear line of sight | Required — walls block, windows and vehicles do not | RequireLineOfSight |
| Facing you | Not required | RequireFacing |
| When the list is taken | When you go down and when you fully die, added together | Snapshot |
| A player whose game does not answer in time | Counts as a witness | NoAnswerCountsAsWitness |
| Which revives keep memories | medic, player, item, npc, admin | KeepOnRevive |
| Familiarity is forgotten too | Yes | EraseFamiliarity |
People who were close but had no clear view are listed as Nearby in the admin panel. They are not forgotten.
How the script knows
It reads your server's ambulance or death script directly where it can. QBCore, Qbox, ESX, wasabi, ars, OSP, Brutal, ak47, Randol, visn and others each have their own adapter. See Ambulance & Death Scripts.
Where it cannot read one, it falls back to a movement rule: while you are down,
a long jump in position that ends at a hospital counts as a respawn, and
anything else counts as a revive. You can change that fallback with
Config.Death.UnknownOutcome to 'keep' (always keep), 'forget' (always
forget) or 'admin' (wait for an admin to decide).
If you disconnect while down
By default the case is kept open and decided when you come back. With
Config.Death.OfflinePolicy you can instead make it forget at once
('respawn'), never forget ('ignore'), or forget only if the player stays
offline for longer than 30 minutes ('timeout').
A case still open after 72 hours (PendingMaxHours) counts as a respawn.
What players see
Almost nothing. The player who respawned gets one fixed line — You don't
remember the people around your death. — and nothing else: no names, no count,
no list. Nobody else is told anything. You can turn that single line off with
Config.Death.NotifyOnRespawn = false.
What staff see
The Deaths page of the Admin Panel starts with one plain line and two chips that sum up the rule: Revived = remembered and Respawned = forgotten. Below that is one card per death: who died, when, the killer if known, a status chip, and the witnesses as small face pills, each marked Saw it or Nearby.
The status filter shows what is happening right now (Active now) or a past status: Down now, Waiting, Respawned, Revived, Expired, Kept by admin, Wiped by admin.
Staff with the edit level can decide a case by hand. Every choice needs a reason and is written to the audit log.
| Button | What it does |
|---|---|
| Keep memories | Nobody forgets anything for this death |
| Restore memories | Shown instead of Keep when the memories were already wiped. Brings them back (Config.Death.AdminRestore) |
| Wipe memories | The person forgets the witnesses now |
When a death came from a kill, the incident in the Timeline shows how the death ended.