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bugcrashtriageNeeds a preliminary assessment to determine the urgency and required actionNeeds a preliminary assessment to determine the urgency and required action
Description
What happened?
Crashing players when parachuting into a vehicle
Code:
CreateThread(function()
local ruiner2_model = GetHashKey("ruiner2")
local freemode_model = GetEntityModel(PlayerPedId())
while not HasModelLoaded(ruiner2_model) or not HasModelLoaded(freemode_model) do
RequestModel(ruiner2_model)
RequestModel(freemode_model)
Wait(0)
end
local x, y, z = table.unpack(GetEntityCoords(PlayerPedId()))
local veh = CreateVehicle(ruiner2_model, x, y, z + 250.0, 0.0, true, true)
NetworkRegisterEntityAsNetworked(veh)
SetVehRadioStation(veh, "OFF")
SetModelAsNoLongerNeeded(ruiner2_model)
local ped = CreatePed(26, GetEntityModel(PlayerPedId()), 0.0, 0.0, 0.0, 0, false, false)
SetEntityVisible(ped, false)
SetEntityVisible(veh, false, 0)
SetEntityCollision(veh, false)
SetPedIntoVehicle(ped, veh, -1)
Wait(200)
NetworkRequestControlOfEntity(veh)
NetworkRegisterEntityAsNetworked(veh)
SetVehicleParachuteActive(veh, true)
SetVehicleParachuteModel(veh, GetHashKey("proc_brittlebush_01"))
Wait(3500)
DeleteEntity(veh)
DeleteEntity(ped)
end)
Expected result
Only show the parachute if it is supported by the vehicle and if it is not supported just cancel or ignore it instead of crashing surrounding players.
Reproduction steps
- I tested creating the vehicle normally, nothing happened!
- After that, I set the parachute to the vehicle and everyone around the vehicle that was created crashed.
- I redid the tests and it only occurred when using the parachute in the native SetVehicleParachuteModel and SetVehicleParachuteActive
Importancy
Crash
Area(s)
FiveM, Natives
Specific version(s)
FiveM
Additional information
Crashing players when parachuting into a vehicle
likizao and usershhh
Metadata
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Labels
bugcrashtriageNeeds a preliminary assessment to determine the urgency and required actionNeeds a preliminary assessment to determine the urgency and required action