Corpses not disappearing when burying

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Frits
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Postby Frits » Thu Jan 04, 2007 2:28 am

No that's not it. I noticed someone die and then only the next hour i couldn't find the body under objects nor in the activitylist.
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Chris Johnson
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Postby Chris Johnson » Thu Jan 04, 2007 2:30 am

Some bodies of new players are buried automatically
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the_antisocial_hermit
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Postby the_antisocial_hermit » Thu Jan 04, 2007 2:30 am

A new player's newspawn that died. They just disappear if the new player quits or doesn't log in.
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T-shirt
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Postby T-shirt » Sun Feb 25, 2007 9:32 am

I still think this should be accepted. Any objections?
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SekoETC
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Postby SekoETC » Sun Feb 25, 2007 12:55 pm

Only responding to the primary idea, if corpses remained on the ground then a person could click on the bury button a second time and get an error for this corpse is already being buried. It should be coded so that if a burial project already exists, when you click on the button you will start working on the existing project instead of creating a new one.

If a burial project is 0%, it doesn't really mean anything since the corpse is only put into a grave after the grave has been dug, and when digging is 0%, it logically hasn't started yet. Maybe the corpse is just moved on the "burial ground".

Arlequin's suggestion of a description when entering the location would avoid clogging of the objects list. And that might be easier to implement. But where to draw the limits? Even one corpse can make a smell. If the uncleanliness of a location would depend on both the age of the corpses and their amount, then you could have like five fresh corpses that wouldn't make much of a mess, but one heavily decomposed corpse would stink notably. And how about ten or twenty corpses then?
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