[OneSync] Vehicle get deleted when out of player scope

Client

Using canary? yes
Windows version: Windows 10
System specifications: i7 8700k/ 1080 gtx / 16go ram

Server

Operating system: same computer
Artifact version: 2802
Resources: None/Defaults
System specifications: same as above

Incident

Summary: Vehicles are delete (entityDeleted event trigged) when you go out of the vehicle scope
Expected behavior: Persistant vehicles shoud be recreated when you enter in back in their scope
Actual behavior: Persistant vehicles are deleted, so they can’t be recreated
Steps to reproduce:

  • Only one player is needed
  • Spawn a vehicle client side or server side
  • Go away and go back, the vehicle is deleted
  • You can print entities deleted (EntityPopulationType 7) using the entityDeleted event
    Server/Client?
    Files for repro (if any):
API.RegisterCommand("cli", new Action<int, List<object>, string>(async (int source, List<object> args, string rawCommand) =>
{
    Vehicle veh = await World.CreateVehicle(new Model(VehicleHash.Adder), LocalPlayer.Character.Position + 3f);
    //veh.IsPersistent = true; <- doesn't change anything
    await World.CreatePed(new Model(PedHash.Abigail), LocalPlayer.Character.Position + 2f);
}), false);

Error screenshot (if any):
.dmp files/report IDs:

Any additional info:

1 Like

I’m going to guess it works fine in 2801? Probably the fix for faraway spawns accidentally does trigger on script vehicles, then… and people crying about that fix not even fixing anything either which is a lot of fun too.

Yes before but now same issue on 2801 and even on 2793.
Switching my client to release channel solve the issue, related to canary

No more Blimp issue for me :slight_smile:

Ah, it was the other side of the change. Ouch!

1 Like