Hello guys,
I need a help to sync objects between multiple players connected on my server, let me explain you my situation:
I have an event called by server-side that create objects for every clients connected, for example:
RegisterNetEvent("gmz:objects:onCreate")
AddEventHandler("gmz:objects:onCreate", function(obj)
RequestModel(obj.Model)
while not HasModelLoaded(obj.Model) do
Wait(1)
end
local objectId = GetClosestObjectOfType(obj.X, obj.Y, obj.Z, 2.5, GetHashKey(obj.Model), false, false, true)
local object = nil
if objectId > 0 then
print('Object '..obj.Model..' already exists, ID: '..objectId)
else
object = ObjToNet(CreateObjectNoOffset(obj.Model, obj.X, obj.Y, obj.Z, true, true, false))
SetEntityRotation(object, obj.Pitch, obj.Roll, obj.Yaw, 0, true)
print('Object'..obj.Model..' does not exists, creating new one, ID: '..object)
end
end)
and the server side call:
TriggerClientEvent("gmz:objects:onCreate", -1, obj)
If I just have one player connected, it is ok, just create one object, but if I have more then one player connected, it creates the objects according to amount of connected players, like below;
How can I just create one object for connected players?
Thank you!