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FAQ / Troubleshooting ​

Nothing happens when I die ​

Check, in order:

  1. ensure leno_spirit is in server.cfg, and the resource started without errors.
  2. General.enabled = true, and the current month is in General.activePeriod (or it is 'always').
  3. Nobody ran /spiritadmin off. Run /spiritadmin auto to go back to the config.
  4. You haven't hidden the effect yourself. Run /spirit to toggle it back on.
  5. General.cooldownSeconds has passed since your last spirit.

/spirittest ignores points 2 and 3, so if it works and a real death doesn't, the cause is one of those.

Other players don't see my spirit ​

  • General.visibility must be 'nearby'. With 'local', only the player who died sees it.
  • The server needs OneSync to find nearby players.
  • Players must be within General.nearbyRadius and in the same routing bucket.

The spirit appears when I go down, not when I die (QBCore, wasabi) ​

With General.triggerMode = 'native', the effect fires when GTA kills the ped. On qb-ambulancejob and wasabi_ambulance, that is the moment you go down (last stand).

To fire on full death instead:

  • QBCore or ESX: set General.triggerMode = 'framework'.
  • Other scripts: set General.triggerMode = 'manual' and call exports.leno_spirit:Trigger() from your death script. See Exports and Events.

The particles are too high, too low, or too big ​

Change offsetZ (height in metres, negative = lower) and scale on start, trail and finish in Config.Particles. Each pose sits at a different height, so after changing Spirit.pose you may want to lower or raise the trail. See Configuration.

The fade looks like it jumps in steps ​

That's how GTA renders transparency: it only changes in steps of 51. The finish particle burst hides the last step. A higher Spirit.startAlpha gives more steps.

Can I use my own sound file? ​

Not in the free version, which uses GTA sounds. You can switch to any base-game sound with name + set in Config.Sound. See Configuration.

Can players shoot the spirit? ​

No. The spirit has no collision, can't be damaged, and doesn't stop bullets aimed at players behind it.

Under water I only see the particles ​

GTA renders transparent peds differently under water, so the spirit is hard to see there. The particles still play.

Does it work with ESX / QBCore / QBox? ​

Yes. The default native mode works on any server. The framework mode supports ESX (esx:onPlayerDeath) and QBCore (metadata.isdead). For any other framework, use the export.

How much does it cost in resmon? ​

0.00 ms when idle. The effect only runs code while a spirit is on screen.