#Synchronized scene

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civic hare
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huh

plain lark
# civic hare huh

i am using "NetworkAddPedToSynchronisedScene native" ..
between both clients the first client sees the animation but the other client does not see it what is this problem ?

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local networkScene = NetworkCreateSynchronisedScene(GetEntityCoords(ped), GetEntityRotation(otherped), 2, true, false, 1.0, 0, 1.0)

NetworkAddPedToSynchronisedScene(ped, networkScene, "mp_ped_interaction", "handshake_guy_a", 1.5, -8.0, 7, 0, 1.5, 0)
NetworkAddPedToSynchronisedScene(otherped, networkScene, "mp_ped_interaction", "handshake_guy_b", 1000.0, -8.0, 7, 0, 1.5, 0)

plain lark
vapid cosmos
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you can also use the native N_0x144da052257ae7d8(true) on both clients before you use the sync scene. Just remember to stop the scene, and reset it for both clients after
-# N_0x144da052257ae7d8 is NETWORK_ALLOW_REMOTE_SYNCED_SCENE_LOCAL_PLAYER_REQUESTS

civic hare
plain lark
#

DYM like this ?

local networkScene = NetworkCreateSynchronisedScene(GetEntityCoords(ped), GetEntityRotation(otherped), 2, true, false, 1.0, 0, 1.0)

NetworkAddPedToSynchronisedScene(ped, networkScene, "mp_ped_interaction", "handshake_guy_a", 1.5, -8.0, 7, 0, 1.5, 0)
NetworkAddPedToSynchronisedScene(otherped, networkScene, "mp_ped_interaction", "handshake_guy_b", 1000.0, -8.0, 7, 0, 1.5, 0)
N_0x144da052257ae7d8(true)

local _animDur = GetAnimDuration('mp_ped_interaction', 'handshake_guy_a') * 1000

Wait(_animDur)

NetworkStopSynchronisedScene(networkSc)
vapid cosmos
civic hare
#

lol

vapid cosmos