Open mcNuggets1 opened 4 months ago
afaik, this isn't a fivem bug, its part of the games functionality.
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.
Well this is to report bugs within FiveM, feature requests belong on the forums :)
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.