open.mp
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Open Multiplayer, a multiplayer mod fully backwards compatible with SA-MP
**Describe the bug** Use PutPlayerInVehicle function when a Player is already in a vehicle. e.g change Virtual World and it resets the Camera position, can be really hard for Players...
**Describe the bug** Start Spectate a Player, when a Player changes his Vehicle and you force it to spectate the Player with the new Vehicle, you just stand in LV...
**Is your feature request related to a problem? Please describe.** UsePlayerPedAnims() can't be toggled on/off when server is running. Also, if it's possible, i want it can be applied per...
**Describe the bug** If SetSpawnInfo is used with team 0 (i assume other ids work as long as they are the same), and then SetPlayerTeam is used to set to...
Other players can't see the correct player's skin if SetPlayerSkin is used right after SpawnPlayer
**Describe the bug** I noticed that if you set the skin of a player (let's call it Player_A) with `SetPlayerSkin`right after using `SpawnPlayer`, Player_A sees its PG with the skin...
**Describe the bug** The player's state remains as `PLAYER_STATE_NONE` (0) when they enter class selection for the first time. When using `TogglePlayerSpectating` `true` inside `OnPlayerRequestClass` the state also incorrectly updates...
#### AllowPlayerTeleport not considering AllowAdminTeleport According to https://github.com/openmultiplayer/open.mp/blob/62e3415772e5fd6f43ff15f04058072f9722e654/Server/Components/Pawn/Scripting/Player/Natives.cpp#L882-L886 and https://github.com/openmultiplayer/open.mp/blob/62e3415772e5fd6f43ff15f04058072f9722e654/Server/Source/player_impl.hpp#L1749-L1752 the native AllowPlayerTeleport works always not considering whether AllowAdminTeleport is enabled or not before it. In older SA-MP versions [the...
**Describe the bug** As the title says, The current stable release of open.mp is incapable of entering/detecting the symlink folder, unlike SA:MP which capable of entering/detecting the symlink. This bug...
If you are in vehicle (PLAYER_STATE_DRIVER OR PLAYER_STATE_PASSANGER), and you die, OnPlayerStateChange will output oldstate PLAYER_STATE_SPAWNED, and newstate PLAYER_STATE_NONE, than PLAYER_STATE_ONFOOT, so if i try make per player timer when...
The paintjob limit of the game is 5 - one default paintjob and 4 custom ones. The current ChangeVehiclePaintjob implementation says id 3 should be used to remove a paintjob,...