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weaponDamageEvent -> CancelEvent() not syncing with clients. #2395

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V3SC opened this issue Feb 18, 2024 · 3 comments
Open

weaponDamageEvent -> CancelEvent() not syncing with clients. #2395

V3SC opened this issue Feb 18, 2024 · 3 comments
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bug triage Needs a preliminary assessment to determine the urgency and required action

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@V3SC
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V3SC commented Feb 18, 2024

What happened?

When we use CancelEvent() natives in weaponDamageEvent event, it does not synchronize with other players and the ped falls to the ground.

Isimsiz.video.Clipchamp.ile.yapildi.93.mp4

Expected result

synchronizes with other players and updates the player's state instead of falling to the ground.

Reproduction steps

1: AddEventHandler for the "weaponDamageEvent" event.
2: Use CancelEvent()
3: Shoot the player.

Example Code:

AddEventHandler('weaponDamageEvent', function(sender, data)
CancelEvent()
end)

Importancy

Unknown

Area(s)

FiveM, OneSync

Specific version(s)

FiveM / 7290

Additional information

No response

@V3SC V3SC added bug triage Needs a preliminary assessment to determine the urgency and required action labels Feb 18, 2024
@tens0rfl0w
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tens0rfl0w commented Feb 18, 2024

According to NTA's comment here, this is intended game behavior and is more of an enhancement or feature request than a 'bug'.

This also only happens on the client where the entity damage originates from, other remote players will see the ped as still alive.

@V3SC
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V3SC commented Feb 19, 2024

According to NTA's comment here, this is intended game behavior and is more of an enhancement or feature request than a 'bug'.

This also only happens on the client where the entity damage originates from, other remote players will see the ped as still alive.

Thank you for your response, is there a way to fix synchronization for the attacker?

@K3YOMI
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K3YOMI commented Feb 20, 2024

I usually send them to a different routing bucket for a few seconds then send them back.

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