So the problem is. I go on duty i can see other police officers blips near me. then when they get in there car and go certain distance the blips disappear. I noticed its when that officer goes off my carhud.
i tried putting SetBlipAsShortRange to false btw and still did not work
this is the code i put together
-----------------blips
-- Create blip for colleagues
function createBlip(id)
local ped = GetPlayerPed(id)
local blip = GetBlipFromEntity(ped)
if not DoesBlipExist(blip) then -- Add blip and create head display on player
blip = AddBlipForEntity(ped)
SetBlipSprite(blip, 1)
SetBlipColour (blip, 67)
ShowHeadingIndicatorOnBlip(blip, true) -- Player Blip indicator
SetBlipRotation(blip, math.ceil(GetEntityHeading(ped))) -- update rotation
SetBlipNameToPlayerName(blip, id) -- update blip name
SetBlipScale(blip, 0.85) -- set scale
SetBlipAsShortRange(blip, true)
table.insert(blipsCops, blip) -- add blip to array so we can remove it later
end
end
function createBlip2(id)
local ped = GetPlayerPed(id)
local blip = GetBlipFromEntity(ped)
if not DoesBlipExist(blip) then -- Add blip and create head display on player
blip = AddBlipForEntity(ped)
SetBlipSprite(blip, 1)
SetBlipColour (blip, 8)
ShowHeadingIndicatorOnBlip(blip, true) -- Player Blip indicator
SetBlipRotation(blip, math.ceil(GetEntityHeading(ped))) -- update rotation
SetBlipNameToPlayerName(blip, id) -- update blip name
SetBlipScale(blip, 0.85) -- set scale
SetBlipAsShortRange(blip, true)
table.insert(blipsCops, blip) -- add blip to array so we can remove it later
end
end
RegisterNetEvent('dbfw-policejob:updateBlip')
AddEventHandler('dbfw-policejob:updateBlip', function()
-- Refresh all blips
for k, existingBlip in pairs(blipsCops) do
RemoveBlip(existingBlip)
end
-- Clean the blip table
blipsCops = {}
-- Enable blip?
if Config.MaxInService ~= -1 and not playerInService then
return
end
if not Config.EnableJobBlip then
return
end
-- Is the player a cop? In that case show all the blips for other cops
if PlayerData.job and PlayerData.job.name == 'police' or PlayerData.job.name == 'ambulance' then
DBFWCore.TriggerServerCallback('dbfw-society:getOnlinePlayers', function(players)
for i=1, #players, 1 do
if players[i].job.name == 'ambulance' then
local id = GetPlayerFromServerId(players[i].source)
if NetworkIsPlayerActive(id) and GetPlayerPed(id) ~= PlayerPedId() then
createBlip2(id)
end
end
end
end)
end
end)
RegisterNetEvent('dbfw-policejob:updateBlip')
AddEventHandler('dbfw-policejob:updateBlip', function()
-- Refresh all blips
for k, existingBlip in pairs(blipsCops) do
RemoveBlip(existingBlip)
end
-- Clean the blip table
blipsCops = {}
-- Enable blip?
if Config.MaxInService ~= -1 and not playerInService then
return
end
if not Config.EnableJobBlip then
return
end
-- Is the player a cop? In that case show all the blips for other cops
if PlayerData.job and PlayerData.job.name == 'police' or PlayerData.job.name == 'ambulance' then
DBFWCore.TriggerServerCallback('dbfw-society:getOnlinePlayers', function(players)
for i=1, #players, 1 do
if players[i].job.name == 'police' then
local id = GetPlayerFromServerId(players[i].source)
if NetworkIsPlayerActive(id) and GetPlayerPed(id) ~= PlayerPedId() then
createBlip2(id)
end
end
end
end)
end
end)