Open kFxDaKing opened 3 weeks ago
@kFxDaKing Hi! The error you get means that for some reason the pool size memory is full, it's not a coordinate. It could be a bad script a bad mapping etc.
What do you want to do with the coordinate?
@kFxDaKing Hi! The error you get means that for some reason the pool size memory is full, it's not a coordinate. It could be a bad script a bad mapping etc.
What do you want to do with the coordinate?
Check y of the coords, that why he gets the error. When i changed his coords, he can play again without problems.
They dont crash midgame with this error, but when they are connecting and spawning, we have around 100+ online palyers every day and it happend like 3 times this week, with same problem , always bad coords in position table.
Previous esx version way okay 1.10.5
@kFxDaKing Do you use multicharacter? by the way we latest version is 1.10.9.
@kFxDaKing Do you use multicharacter? by the way we latest version is 1.10.9.
yes i do and i know, but get coord function is same
another guy with that problem
Had same error, but got fixed
This started happening since the heading was added i think
It seems its happening, when they log of when falling throught map.
This started happening since the heading was added i think
Heading has been there for years.
---@param vector boolean
---@return vector3 | table
function self.getCoords(vector)
local ped <const> = _GetPlayerPed(self.source)
local coordinates <const> = _GetEntityCoords(ped)
`return vector and coordinates or { x = coordinates.x, y = coordinates.y, z = coordinates.z }`
`end`
Version 1.10.5, we had no issues on this version
Inside client main lua: line 35 you have to much parameters
SetEntityCoordsNoOffset(playerPed, coords.x, coords.y, coords.z, false, false, false, true)
FIX: 'function ESX.SpawnPlayer(skin, coords, cb) local p = promise.new()
TriggerEvent("skinchanger:loadSkin", skin, function()
p:resolve()
end)
Citizen.Await(p)
RequestCollisionAtCoord(coords.x, coords.y, coords.z)
local playerPed = PlayerPedId()
local timer = GetGameTimer()
FreezeEntityPosition(playerPed, true)
SetEntityCoordsNoOffset(playerPed, coords.x, coords.y, coords.z, false, false, false)
SetEntityHeading(playerPed, coords.heading)
-- Wartet, bis die Kollision geladen ist oder 5 Sekunden verstrichen sind
while not HasCollisionLoadedAroundEntity(playerPed) and (GetGameTimer() - timer) < 5000 do
Wait(0)
end
NetworkResurrectLocalPlayer(coords.x, coords.y, coords.z, coords.heading, true, true, false)
TriggerEvent('playerSpawned', coords)
if cb then cb() end
end` Thanks for watching.
Describe the bug Some players had issues with connecting to the server, they got error unknown pool pool full size == 256 while spawning.
I found it helped when i changed their coords and when i checked their coords i found this:
{"y":-27648.0,"x":-1054.3780517578126,"heading":0.0,"z":4.864501953125}
To Reproduce Steps to reproduce the behavior: Cant reporoduce, its happening just sometimes and for some players.
Debug Info (please complete the following information):