BeckzyBoi
BeckzyBoi
The reason I'm using DisablePlayerCheckpoint is because neither Streamer_ToggleItem, TogglePlayerDynamicCP, or TogglePlayerAllDynamicCPs are hiding the checkpoint when used. DisablePlayerCheckpoint is the only way I can remove the checkpoint from the...
That doesn't hide the checkpoint either.
For the life of me I can't get the visible checkpoint to disappear before using Streamer_ToggleItemUpdate and TogglePlayerAllDynamicCPs WITHOUT using DisablePlayerCheckpoint. Help?
I could've sworn Amir fixed this earlier this year, but at another glance it seems to still be the same: https://github.com/openmultiplayer/open.mp/commit/50876f92be7c418ff0eaa70cde6b49ea96502774 However I use GetPlayerVehicleID a lot and check if...
What's simpler than the current callbacks being triggered with INVALID_TEXT_DRAW ? There's no need for two more new callbacks IMO.
SpawnPlayer inside OnPlayerDisconnect seems to resolve this without any noticable problems, although I understand that that is through the gamemode, and not the server code, and that applying the same...
Traffic lights are already synced 🤔
You can already block jetpack dropping for other players using pawnraknet. Here's an example: pastebin.com/c0uJ0w50
It would be nice, but having it per player is odd. I'm sure it'd cause problems, or at least look strange, if a player is in water created only for...
It works if you use TogglePlayerClock , but a new and seperate function for it would be lovely