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Possibly fix the Onesync Spectate Issue Mentioned in Issue #137 #171
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I tested with one person. I will do another test today with more people to ensure it works. |
dont work for me |
So it works if you're within range of the player (e.g. you have them loaded), but as soon as they're at a distance this fails |
PR Outdated from main, will test soon. |
Thank you, will test shortly and feedback to the team |
Added get ped from server side incase of OneSync Related loading issue where ped don't get where the player is. Added Copy Vector2 Button.
Thank you. Did some changes without being tested would greatly appreciate it if can get feedback! |
locales/en.lua
Outdated
@@ -15,6 +15,7 @@ local Translations = { | |||
["failed_set_speed"] = "You did not set a speed.. (`fast` for super-run, `normal` for normal)", | |||
["failed_set_model"] = "You did not set a model..", | |||
["failed_entity_copy"] = "No freeaim entity info to copy to clipboard!", | |||
["no_player"] = 'Player Doesn\'t exist in server anymore', |
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Just reviewing and testing in game at the moment, but for the sake of grammar, if you don't make making 'Doesn't' to 'doesn't'
@@ -1141,6 +1148,10 @@ RegisterNetEvent('qb-admin:client:ToggleCoords', function() | |||
ToggleShowCoordinates() | |||
end) | |||
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menu7_dev_copy_vec2:On("select", function() | |||
CopyToClipboard('coords2') |
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This all works fine and looks good to me
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Just testing the spectate function now but I have also requested a tiny grammar change
Upon spectating the player you contiously fall through the ground and it does not spectate them, this happens at a distance only, but when within a close range of the player, the spectate works fine |
Thank you for the info. May I know apprx distance? |
I will create a video, one moment |
Thanks for the vid. Appreciate it! meanwhile Did an update can you try? |
Still facing the same issue as before with the latest push made |
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This PR has had 60 days of inactivity & will close within 7 days |
Added Requested Collision Before the TP. Should Stick the Spectate with eh person which nullifies the problem we face with one sync. And it might fix the issue mentioned in #137 . I don't have a player base to test. Would be nice if anyone could try and give me feedback.