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)

1 Like

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.

then why cfx add this function, if its even not working… funny :smiley: they should start code working shit, not release non working stuff like this!

just take the coord and add it to client and save the blip id on client and remove it when you want lol

Old topic being bumped.