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Hi, I suggest deactivating the autorespawn that conflicts with sessionmanager.
Citizen.CreateThread(function()
while true do
Citizen.Wait(0) -- DO NOT REMOVE
local pl = Citizen.InvokeNative(0x217E9DC48139933D)
while Citizen.InvokeNative(0x2E9C3FCB6798F397, pl) do
Citizen.Wait(0) -- DO NOT REMOVE
local timer = GetGameTimer()+Config.RespawnTime
while timer >= GetGameTimer() do
if respawned == false then
Citizen.Wait(0) -- DO NOT REMOVE
Citizen.InvokeNative(0xFA08722A5EA82DA7, Config.Timecycle)
Citizen.InvokeNative(0xFDB74C9CC54C3F37, Config.TimecycleStrenght)
Citizen.InvokeNative(0x405224591DF02025, 0.50, 0.475, 1.0, 0.22, 1, 1, 1, 100, true, true)
DrawTxt(Config.LocaleDead, 0.50, 0.40, 1.0, 1.0, true, 161, 3, 0, 255, true)
DrawTxt(Config.LocaleTimer .. " " .. tonumber(string.format("%.0f", (((GetGameTimer() - timer) * -1)/1000))), 0.50, 0.50, 0.7, 0.7, true, 255, 255, 255, 255, true)
--print ("PLAYER IS DEAD")
DisplayHud(false)
DisplayRadar(false)
exports.spawnmanager:setAutoSpawn(false) -- disable respawn
else
respawned = false
break
end
end
respawn() -- Calling the respawn function here
end
end
end)
exports.spawnmanager:setAutoSpawn(false)
The text was updated successfully, but these errors were encountered:
Hi, I suggest deactivating the autorespawn that conflicts with sessionmanager.
exports.spawnmanager:setAutoSpawn(false)
The text was updated successfully, but these errors were encountered: