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Comments (7)

AvarianKnight avatar AvarianKnight commented on September 28, 2024

Can you verify that the same thing happens for non-player peds?

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Pedro-Lucas14 avatar Pedro-Lucas14 commented on September 28, 2024

you can use this Thread to place MaxHealth

CreateThread(function()
	while true do
 		local Ped = PlayerPedId()
		if GetEntityMaxHealth(Ped) ~= 401 then
			SetEntityMaxHealth(Ped,401)
			SetPedMaxHealth(Ped,401)
		end
		Wait(1000)
 	end
 end)

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tens0rfl0w avatar tens0rfl0w commented on September 28, 2024

You need to use SET_ENTITY_MAX_HEALTH to populate the CPedHealthDataNode, using other natives to set the max health of a player-ped will only populate the CPlayerGameStateDataNode.

The same applies for non-player peds.

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nullvariable avatar nullvariable commented on September 28, 2024

adding SetEntityMaxHealth doesn't seem to change the outcome. Testing on a server spawned ped appears to return the same results where clientside the value of the ped health reports the desired max and full values, but the server side still only reports 200.

server.lua:

RegisterCommand('create_test_ped', function(src)
    local coords = GetEntityCoords(GetPlayerPed(src)) + vector3(2, 2, 1)
    local ped = CreatePed(4, `s_m_y_cop_01`, coords.x, coords.y, coords.z, 0.0, true, true)
    while not DoesEntityExist(ped) do Wait(0) end
    print(NetworkGetNetworkIdFromEntity(ped))
    print(GetEntityHealth(ped))
    print(GetEntityMaxHealth(ped))
end)

RegisterCommand('report_ped_health', function(_, args)
    local ped = NetworkGetEntityFromNetworkId(tonumber(args[1]))
    print(GetEntityHealth(ped))
    print(GetEntityMaxHealth(ped))
    print(GetPedMaxHealth(ped))
end)

client.lua

RegisterCommand('set_test_ped_health', function(_, args)
    local ped = NetworkGetEntityFromNetworkId(tonumber(args[1]))
    SetPedMaxHealth(ped, 1100)
    SetEntityMaxHealth(ped, 1100)
    ReviveInjuredPed(ped)
    Wait(0)
    SetEntityHealth(ped, 1100)
    print(GetEntityHealth(ped))
    print(GetEntityMaxHealth(ped))
end)

results:

> create_test_ped
65534
0
0
> report_ped_health 65534
200
200
200
> set_test_ped_health 65534
1100
1100
> report_ped_health 65534
200
200
200

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nullvariable avatar nullvariable commented on September 28, 2024

I tested a couple of other things.
using the test ped above, client A sets the higher values, which read back as expected on Client A. But Client B reports the normal 200/200 values while the ped is owned by Client A, regardless if the values are set while client B is present or arrives after.

Client A leaving the area and Client B setting health, Client A returning reports 200/200

Client A and B both report the expected elevated values for their player peds on the clientside in all scenarios though

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tens0rfl0w avatar tens0rfl0w commented on September 28, 2024

You shouldn't call SET_PED_MAX_HEALTH and only use SET_ENTITY_MAX_HEALTH as calling SetPedMaxHealth before SetEntityMaxHealth with the same value causes game code to not set the change bit on the sync node as local max health hasn't changed. (Only SetEntityMaxHealth sets the bit flag and only if local max health was altered by the script command, which isn't the case here as being previously set to the same value by SetPedMaxHealth)

(You can easily test this with calling SetPedMaxHealth before SetEntityMaxHealth but with a different value.)

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nullvariable avatar nullvariable commented on September 28, 2024

That makes sense, and removing the SET_PED_MAX_HEALTH call from my code as well as the examples outlined above creates the desired result for me.

Thanks!

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