[RELEASE] FiveM Crackdown game mode and mission generator/creation [BETA]

Ok cheers.
Odd, Have not seen this before. And yes, its very odd that it is only happening to vehicles with purple peds, since they spawn exactly the same as red peds, except with an extra decor value added to them.
So the plane is invisible? (I have seen peds and vehicles go invisible from time to time, which is glitching in GTAO netcode) But this sounds like something different.
What mission is this? This “despawning” happens for all missions and all vehicles that have purple dot peds in them, or just in planes? That bombushka spawned there, or crashed there?
Are these planes/helis spawning in the sky correctly?

Are you on OneSync? That might be it, very doubtful but worth a try. There is a test server.lua for OneSync you can try… or try with OneSync turned off. Its possible that it might be the server or client version acting up with the specific calls in the lua, very doubtful though, since purple and red peds spawn the same.

re: peds not taking environmental damage, like from plane crash, that was added for more difficulty to stop AI spamming each other with explosive damage. IIRC, using relationship group natives were not adequate for this. Thought there was a setting to turn this off or on,
2 Options to change this… add mission AI backup…
Config.MissionDoBackup=true in missions.lua
or in client.lua replace every instance of
SetEntityOnlyDamagedByPlayer with ‘false’ as the 2nd argument.

Yeah This will probably not make a difference in this case but removing all other custom resources to see if it still happens or not it’s always worth a try to see if there’s a conflicting resource.

Also looked through the client.lua code, and if it is only happening to all aircraft with targetted (purple) peds in them., the only other difference I see is that there are markers created on top of these peds by default. iirc, the marker(s) will be transferred to the vehicle they are in (which fivem/gtao natively does it seems, which was cool but kinda of odd to me, due to the way Im generating the markers dnamically based on position of the peds).
Im wondering if the code to generate the markers on the fly is causing this funkiness.

@mmethod
Go into Missions.lua and set Config.DrawTargetMarker = false and see if that helps, if not set all the below to false and see if that fixes it.

Config.DrawText3D = true

Config.DrawTargetMarker = true

Config.DrawRescueMarker = true

Config.DrawIsDefendTargetMarker = true

Config.DrawObjectiveRescueMarker = true

Config.DrawObjectiveMarker = true

Config.DrawIsDefendMarker = true

Also are there any server errors or clients errors associated with this behavior?
Let me v know how you get on. :+1:

EDIT: Also this was the wrong thread to post in. Here is the current thread with the link to the GitHub repo with the latest code:

@mmethod I had some time to playtest in MP, and tried Mission3 which has all purple dots (peds to target). random helicopter spawn and 2 plane spawns. Took out all the aircraft, but enemies died. both players could see aircraft as well as the wreckage afterwards. This is a bit different than what you said, since there are times when the aircraft will crash suffer damage and not explode. With enemies in the seats still. Which sounds like what you are referring to. This happens occasionally, but I dont recall seeing the plane (and peds?) invisible in MP in this situation. Its certainly possible, for instance players at a certain range away can possibly cause this “despawning”, the engine does a lot of optimizing and some glitchy things can happen. But again this doesnt sound like what you are seeing.
Also, I have seen a lot of different behaviors depending on what other resources are on the server, how many players (bandwidth) are on the server, as well as what manifest is being used with a resource. What works on a local tester server with 2 players, may behave differently sometimes on other servers, due to server/engine optimizations required, as I mentioned before.
Just puzzled why you are seeing this, and presumably not in just one mission. Anyways, if you have anymore specific info to add regarding this (like what mission and how to reproduce), let me know. My workarounds should help that I provided (at least to allow the peds to be killed). Will keep an eye out for this reported issue, now that I have some time to play over the holidays.

Hello I have a question about SetPedCombatAttributes what do flags 16 and 26 do? thanks in advance for your answer

Hi,
Great question. I cant remember, took a poke at the code and quick online search, but I didnt see any definitions for them, so I dont remember why/what they do off the top of my head, or where I got the infotmation, has to be somewhere.

Main thread is here:

Have a new release 3.2.7, that has some better documentation and a change to Mission60.