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CreateScenarioPointHash does not work in network #3255

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@klandestino7

Description

@klandestino7

What happened?

When I try to execute CreateScenarioPointHash on a server with OneSync, the animation works correctly for the player who executes it, but for the viewers, the player gets stuck as shown in the attached image.

Image

Expected result

The animation will be displayed correctly for all players

Reproduction steps

Being in two instances, it will only work correctly for the client that runs the code; for the others, the player will remain stuck.

Importancy

Slight inconvenience

Area(s)

RedM, OneSync

Specific version(s)

b1491

Additional information

RegisterCommand("runCreateScenario", function(_, args)
    createScenario( 'world_human_gravedig' )
end)

function createScenario( anim )
    local ped = PlayerPedId()

    local scenarioHash = GetHashKey( anim )

    while HasScenarioTypeLoaded( scenarioHash ) == 0 do
        RequestScenarioType( scenarioHash, 15 ,0, 0 )

        Wait(100)
    end

    local coords = GetEntityCoords( ped )
    local scenario = CreateScenarioPointHash( scenarioHash, coords.x ,coords.y, coords.z - 0.95, GetEntityHeading(ped),  1, 1, true);

    Citizen.InvokeNative( 0x5AF19B6CC2115D34, scenario, 23, true );
    Citizen.InvokeNative( 0x5AF19B6CC2115D34, scenario, 25, true );

    TaskUseScenarioPoint( ped, scenario, 0, 0, true, false, 0, false, -1082130432, false)
end

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