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Ragdolls become desynced when using SetPedToRagdoll and ResetPedRagdollTimer over a period of lying still or if you move too far away. Notably teleporting ragdolled players makes them twitch a lot and have a wrong position in the end too sometimes.
Shooting a ragdoll also causes it to disappear in some scenarios, but I couldn't reproduce this one, it seems related to the death system of GTA V.
Is there any way to fix this behaviour? It also goes so far that the position of a player is completely different from player to player and the local player of course.
Expected result
Ragdolls that are somewhat networked, atleast the position
Reproduction steps
function CreateRagdollThread()
CreateThread(function() -- Ragdolling
-- Replace "ESX.PlayerData.ped" with "PlayerPedId()" and it should run fine.
SetEnableHandcuffs(ESX.PlayerData.ped, true)
SetEnableBoundAnkles(ESX.PlayerData.ped, true)
SetPedCanPlayInjuredAnims(ESX.PlayerData.ped, false)
while true do
if not IsPedRagdoll(ESX.PlayerData.ped) then
SetPedToRagdoll(ESX.PlayerData.ped, 1000, 1000, 0, false, false, false)
else
ResetPedRagdollTimer(ESX.PlayerData.ped)
end
Wait(0)
end
SetEnableHandcuffs(ESX.PlayerData.ped, false)
SetEnableBoundAnkles(ESX.PlayerData.ped, false)
SetPedCanPlayInjuredAnims(ESX.PlayerData.ped, true)
end)
end
Importancy
Slight inconvenience
Area(s)
FiveM, FXServer, Natives
Specific version(s)
FiveM b2944
Additional information
I tried nearly everything and everything failed and then I went on here.
The text was updated successfully, but these errors were encountered:
I do know that.
It's not documented at all, atleast document the ragdoll behaviour somewhere or atleast implement a hotfix fixing the position of the ragdolled player for you locally.
What happened?
Ragdolls become desynced when using SetPedToRagdoll and ResetPedRagdollTimer over a period of lying still or if you move too far away. Notably teleporting ragdolled players makes them twitch a lot and have a wrong position in the end too sometimes.
Shooting a ragdoll also causes it to disappear in some scenarios, but I couldn't reproduce this one, it seems related to the death system of GTA V.
Is there any way to fix this behaviour? It also goes so far that the position of a player is completely different from player to player and the local player of course.
Expected result
Ragdolls that are somewhat networked, atleast the position
Reproduction steps
function CreateRagdollThread()
CreateThread(function() -- Ragdolling
-- Replace "ESX.PlayerData.ped" with "PlayerPedId()" and it should run fine.
end
Importancy
Slight inconvenience
Area(s)
FiveM, FXServer, Natives
Specific version(s)
FiveM b2944
Additional information
I tried nearly everything and everything failed and then I went on here.
The text was updated successfully, but these errors were encountered: