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When using NetworkAllowLocalEntityAttachment, it doesn't work. This problem was previously described in this issue. Feel free to close this issue and re-open the old one if needed.
One major difference from the previous issue: the bug did not occur in build 2372. However, it now happens in both build 2372 and 2545, as well as in newer builds.
A workaround is available using NetworkSetEntityCanBlend, though the synchronization could be smoother:
RegisterCommand('fixattach', function(source, args)
localserverId=tonumber(args[1])
ifnotserverIdthenprint("ERROR: Usage /fixattach <serverid of player who ran /attachself>")
returnendlocalped=GetPlayerPed(GetPlayerFromServerId(serverId))
NetworkSetEntityCanBlend(ped, false)
end)
What happened?
When using
NetworkAllowLocalEntityAttachment
, it doesn't work. This problem was previously described in this issue. Feel free to close this issue and re-open the old one if needed.One major difference from the previous issue: the bug did not occur in build 2372. However, it now happens in both build 2372 and 2545, as well as in newer builds.
Current Behavior:
2022-06-14_13-03-54.mp4
Expected Behavior:
2022-06-14_13-18-57.mp4
Code to Reproduce:
Expected result
Native should attach player without lags
Reproduction steps
-cl2
)./attachself
.Importancy
Unknown
Area(s)
FiveM, Natives
Specific version(s)
Tested on game builds 2372 and 3258 - same issue on both. Tested on server artifacts 13079.
Additional information
No response
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