#Synchronized scene
1 messages · Page 1 of 1 (latest)
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 ?
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)
call it on both clients
K .. but what i can do with this problem can you help me please ?
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
someone has been reading NativeDB i see
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)
id like to say, i saw lucas talk about it before the src code leak, now i just have the actual name of it 
lol
no, N_0x144da052257ae7d8(true) needs to be set true on BOTH clients, then the sync scene can be called. So
- Trigger an event on both clients your targeting with
N_0x144da052257ae7d8(true) - Call the sync scene code on only 1 client