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When we use CancelEvent() natives in weaponDamageEvent event, it does not synchronize with other players and the ped falls to the ground.
synchronizes with other players and updates the player's state instead of falling to the ground.
1: AddEventHandler for the "weaponDamageEvent" event. 2: Use CancelEvent() 3: Shoot the player.
Example Code:
AddEventHandler('weaponDamageEvent', function(sender, data) CancelEvent() end)
Unknown
FiveM, OneSync
FiveM / 7290
No response
The text was updated successfully, but these errors were encountered:
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.
Sorry, something went wrong.
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?
I usually send them to a different routing bucket for a few seconds then send them back.
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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
The text was updated successfully, but these errors were encountered: