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1

Console server crash when a player uses the suicide emote (SetHealth on SurvivorBase, EmoteManager.KillPlayer)

1

State

Open
Issue key
DZG-2293
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
m00s3mxn
Created
Oct 29, 2026
Views
10
Platform
Xbox
What happened?

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.

Reproduction steps

1. A player performs EmoteSuicide (HuntingKnife in crash 1, Izh18Shotgun in crash 2).

2. The animation event fires and the kill is applied from EmoteManager.KillPlayer.

3. The server crashes in SetHealth before the player's death is finalised.

Exact build version (optional)
1.30.164200
Where did it happen?
Community
Is it modded?
No
Expected result

EXPECTED: The player dies, respawns, and the server keeps running.

ACTUAL: The server process crashes.

Public attachments2 files · visible to everyone

DayZServer_X1_x64_2026_10_27_08_09_44.rpt

1.0 MB

DayZServer_X1_x64_2026_10_24_01_01_42.rpt

5.7 MB

Reactions

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  • m00s3mxn
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    changedabout 2 hours ago
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State

Open
Issue key
DZG-2293
Access
Public
Space
DayZ
Project
Stable Feedback
Creator
m00s3mxn
Created
Oct 29, 2026
Views
10