Describe the bug
If a controlState serverside for player A is set, it will be resetted if any other player joins the server.
To reproduce
start freeroam, start runcode
Take a Maverick, get in as a driver
srun setControlState(getRandomPlayer(),"accelerate",true)
The maverick begins to fly.
Let a second player join the server... That's the end.
Describe the bug If a controlState serverside for player A is set, it will be resetted if any other player joins the server.
To reproduce start freeroam, start runcode Take a Maverick, get in as a driver srun setControlState(getRandomPlayer(),"accelerate",true) The maverick begins to fly. Let a second player join the server... That's the end.
It doesn't even need to be server side.
crun setControlState("forwards", true) Moves for 1-10 seconds (or whenever somebody joins) Stops moving Executing client-side command: getControlState("forwards") Command results: false [boolean]
I can confirm it's when onClientPlayerJoin triggers, you stop moving.
Ok, now it's a little bit clearer: It is NOT reset, when a player joins the server, it will be reset everytime a ped is created!
Reproduce: crun setControlState("forwards", true) srun createPed(7,0,0,10)
Your local player stops moving. I think, when a player joins, a ped (player) is also created, so the bug will be anywhere at the ped creation part...
MTA Client:
MTA Server:
Additional context From https://bugs.mtasa.com/view.php?id=7783