Server-side blip stays after RemoveBlip()

For a good bug report you should probably include:

  1. Client: canary 4512
    FXServer: 4394

  2. What you expected to happen:
    Removed blip;

  3. What actually happens:
    Blip stays;

  4. Category of bug (eg. client, server, weapons, peds, native):
    Server;

  5. Reproducible steps, preferably with example script(s):

local blip
RegisterCommand("blip1", function()
    print("blip1")
    local coords = vector3(0, 0, 0)
    blip = AddBlipForCoord(coords.x, coords.y, coords.z)
    SetBlipSprite(blip, 306) -- radar_cratedrop
    print("Created blip", blip)
end, false)

RegisterCommand("blip2", function()
    print("Removing blip", blip)
    RemoveBlip(blip)
end, false)

Possibly related bug - very often blips are not creating on resource start. Reproducible steps, preferably with example script(s):

local blip
RegisterCommand("blip1", function()
    print("blip1")
    local coords = vector3(0, 0, 0)
    blip = AddBlipForCoord(coords.x, coords.y, coords.z)
    SetBlipSprite(blip, 306) -- radar_cratedrop
    print("Created blip", blip)
end, false)
ExecuteCommand("blip1")

Server blips are a very minimal implementation that are not really meant to be usable at this time.