Map: nasdara
Frequency: 2 crashes with an identical signature (same fault address, same code bytes, same script stack through EmoteManager.OnAnimationEvent -> KillPlayer -> SetHealth), both since the most recent game update. Crash 1: 23 October 2026 at about 02:17 (server time). Crash 2: 29 October 2026 at about 23:57 (server time).
SUMMARY
The server crashes with a native access violation when a player performs the suicide emote. The animation event calls EmoteManager.KillPlayer, which calls SetHealth on a SurvivorBase, and the fault occurs in engine code. The crashes began after the most recent game update.
ADM LOG - CRASH 1, 23 October 2026 (player identifiers removed)
02:17:40 | Player A performed EmoteSuicide with HuntingKnife
02:17:48 | Player B performed EmoteSuicide with HuntingKnife
02:17:49 | Player A (DEAD) died. Stats> ... Bleed sources: 1
[last lines before the crash: confirm nothing follows, and paste any further lines]
ADM LOG - CRASH 2, 29 October 2026 (player identifiers removed)
23:55:58 | Player C performed EmoteSuicide with HuntingKnife
23:56:07 | Player C (DEAD) died. Stats> ... Bleed sources: 1
23:56:07 | Player C (DEAD) committed suicide
23:56:25 | Player C is connected
23:57:02 | Player C performed EmoteSuicide with Izh18Shotgun
23:57:06 | Player D has been disconnected
23:57:08 | Player C committed suicide
(end of log - server crashed)
In crash 2 the first suicide was processed normally, with a "died" line and the (DEAD) tag. In the crashing case, the "committed suicide" line has no (DEAD) tag and no "died" line, and it is the last line written before the crash.
CRASH LOG (identical in both crashes except the entity ID)
Version 1.30.164200
Fault address: F2C78997 00:F2C78997 Unknown module
file: dayzOffline
world: nasdara
Prev. code bytes: 85 C0 74 1E 48 8B 80 98 00 00 00 48 85 C0 74 03
Fault code bytes: F0 FF 00 48 89 45 50 4C 8D 7D 50 BF 02 00 00 00
Class: 'SurvivorBase'
Entity id: 838965834 (crash 1), 838973792 (crash 2)
Function: 'SetHealth#92411'
Stack trace:
scripts/3_Game/entities/object.c:1079 Function SetHealth#92411
scripts/4_World/classes/emotemanager.c:797 Function KillPlayer
scripts/4_World/classes/emotemanager.c:36 Function OnAnimationEvent
NOTES
- The suicide emote is common gameplay (often used to respawn at a different location), so any player can trigger this unintentionally.
- The held item does not appear to matter: crash 1 involved a HuntingKnife and crash 2 an Izh18Shotgun. A HuntingKnife suicide a minute before crash 2 did not crash.