Heyo.
So lately I’ve been getting myself into trying to code a gamemode for my community, where I wanted to use SwitchOutPlayer
as part of a transition between parts of the world when teleporting, but I’ve run into some problem, that I hope someone would be able to help me solve.
First off, the little snippet of code, that i almost always use to test small bits of clientside code:
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if IsControlJustPressed(0,38) then
SwitchOutPlayer(PlayerPedId(),0,1) --Brings up the player.
SetEntityCoords(PlayerPedId(),-97.489700317383,241.09867858887,99.021774291992, 1, 0, 0, 1) --Predefined for testing
N_0xd8295af639fd9cb8(PlayerPedId()) --Brings down the player.
end
end
end)
This code works fine, if i chose to comment out SwitchOutPlayer
and N_0xd8295af639fd9cb8
.
And the error it gives me back in the F8 console:
Error resuming coroutine: client.lua:5: attempt to call a nil value (global 'SwitchOutPlayer')
stack traceback:
client.lua:5: in function <client.lua:1>
So far, this is what I have tried myself:
- Using GetPlayerPed(-1) instead of PlayerPedId()
- Tried changing the numbers around 1,0 and 1,1
But with no luck at all. So I’m not entirely sure, what is attempting to call a nil value in there.
If anyone is able to help, i would appreciate it alot. If not enough information is given, i will happily provide more. Thanks.