Closed iSentrie closed 7 months ago
@iSentrie Hi! Thank you for report issue. Is there any modification within es_extended in your client/main.lua esx:playerLoaded event?
@iSentrie Hi! Thank you for report issue. Is there any modification within es_extended in your client/main.lua esx:playerLoaded event?
No, 1:1, not modified, however I updated only es_extended, if any other resource could have impact to this, then it might be on my side.
Like, hm, the issue is actually with esx_ambulancejob, because this script doesn't show respawn timer, so a bit tricky to choose where to look for an issue, but my guess is that metadata stuff kills player so fast, that not all data have been received at that time in other resources?
@iSentrie Hi! Thank you for report issue. Is there any modification within es_extended in your client/main.lua esx:playerLoaded event?
No, 1:1, not modified, however I updated only es_extended, if any other resource could have impact to this, then it might be on my side.
Like, hm, the issue is actually with esx_ambulancejob, because this script doesn't show respawn timer, so a bit tricky to choose where to look for an issue, but my guess is that metadata stuff kills player so fast, that not all data have been received at that time in other resources?
We found the problem because it doesn't use multichart, so there is no delay, and the metadata ped setup runs before the actual ped spawn, and that's the problem.
So the plan is to use "3000" delay for both, not just multichar? Like so
RegisterNetEvent("esx:playerLoaded")
AddEventHandler("esx:playerLoaded", function(xPlayer, isNew, skin)
ESX.PlayerData = xPlayer
if not Config.Multichar then
exports.spawnmanager:spawnPlayer({
x = ESX.PlayerData.coords.x,
y = ESX.PlayerData.coords.y,
z = ESX.PlayerData.coords.z + 0.25,
heading = ESX.PlayerData.coords.heading,
model = `mp_m_freemode_01`,
skipFade = false,
}, function()
TriggerServerEvent("esx:onPlayerSpawn")
TriggerEvent("esx:onPlayerSpawn")
TriggerEvent("esx:restoreLoadout")
if isNew then
TriggerEvent("skinchanger:loadDefaultModel", skin.sex == 0)
elseif skin then
TriggerEvent("skinchanger:loadSkin", skin)
end
TriggerEvent("esx:loadingScreenOff")
ShutdownLoadingScreen()
ShutdownLoadingScreenNui()
end)
end
Wait(3000)
ESX.PlayerLoaded = true
If that wont lead to vulnerabilities... Maybe better solution would be to use a handler skinchanger:modelLoaded
🤔
@iSentrie Hi! We have fixed the reported issue and released the latest version 1.10.4 which includes this fix.
When player dies and does reconnect, he's not recognized as dead and dead player cannot call for emergency services also can't see respawn/bleedout timer.
To Reproduce
Debug Info: