So does this show players globally when using Infinity? Also, is there a way to toggle the display of the blips and restrict it to only players with certain Ace Perms? We currently use vMenu for blips but with Inifinity it doesnāt show players outside of your area so wanting to find something that will allow us to see all player blips and also restrict it so only staff can see them
Works good now, though after running it in my server. Iām not sure why but for some reason some player blips entirely stop updating after some time, and some of them end up switching to our Zombie blip which is super odd.
In this first picture, the person nearest myself is not actually there, and it stopped updating essentially just leaving that blip there.
These ones marked with red lines and such are actually players, but the playerblips made them enemy blips
Itās hard to troubleshoot this without reproducing the problem. How many players were in the server at the time?
By default, created blips spawn as enemy blips, then the script collects data and then finalizes the name, color, etc. Are the player blips (enemy) updating?
No errors were thrown unfortunately, things were pretty normal looking.
We had about 11 people on, some of the blips would update, while others had the red enemy blip on them and itād be an actual player, the non-marked red blips in the screenshot are zombie blips. Itād be fine for about 60 - 90 seconds then one blip would entirely stop updating. It also seems as if any player gets into or is in a vehicle it just doesnāt update at all and ends up ghosting the icon
Sorry for the delay. Iām not able to push out updates as frequently as Iād like to, however if this script isnāt working out I would definitely recommend getting another one from the forums.
If your server is limited to 64 players, you can always add the following in your server config. Iām not too sure how much this would affect performance but all players should be recognized client-side globally and player blips should show up fine.
set onesync_distanceCulling off
set onesync_distanceCullVehicles on
Hereās a small script I made to test it out.
CreateThread(function()
while true do
for _, player in ipairs(GetActivePlayers()) do
local ped = GetPlayerPed(player)
if (ped ~= GetPlayerPed(-1)) then
if not DoesBlipExist(GetBlipFromEntity(ped)) then
local blip = AddBlipForEntity(ped)
ShowHeadingIndicatorOnBlip(blip, true)
SetBlipScale(blip, 1.3)
SetBlipColour(blip, 0)
SetBlipNameToPlayerName(blip, player)
else
local blip = GetBlipFromEntity(ped)
SetBlipRotation(blip, GetEntityRotation(ped))
end
end
end
Wait(5000)
end
end)