Troubleshooting
Nothing happens when I use the item
Check the item name matches the config key exactly.
The item name, the cfg.weapons key and the image filename must all be identical. This is the cause of the large majority of reports.
cfg.weapons = {
rm_appistol_dual = { ... } -- config key
}['rm_appistol_dual'] = { ... } -- item name, must matchThen confirm:
The item is
useable = true(qb) or has theclient.eventline (ox).consume = 0on ox_inventory, otherwise the item is eaten instead of toggled./useDual rm_appistol_dualworks. If it does, the problem is the item, not the script.
Ammo resets every time I reconnect
Check the ammo mode line printed at start-up:
[rm_dualgun] ammo persistence: sql mode (inventory=none)inventory=none means no inventory bridge bound. Either your inventory started after rm_dualgun, or cfg.inventory points at something that is not running.
In SQL mode, also confirm getPlayerIdentifier returns a stable value. A session-scoped identifier produces a new database row on every reconnect.
Ammo doesn't travel with the item
Expected in SQL mode: ammo is bound to the player, not the item.
For ammo that follows the item when dropped or traded you need metadata mode, which requires a metadata-capable inventory. See Ammo System.
Players are being kicked for flooding
See Rate Limits. In short: confirm the kick actually mentions state bags, then check the convar survived start-up:
If it is not 500 or higher, another resource is resetting it after rm_dualgun starts.
Other players see the wrong pose, or no weapons
Almost always a streaming issue.
Confirm the
stream/folder is intact and the resource has full read access.Have the affected player rejoin, which forces a fresh sync.
Check for another resource that overrides player animations or movement clipsets while weapons are drawn.
Shots don't seem to do damage
Work through these in order:
Is PvP enabled on your server at all? Test with a normal weapon first.
Is another resource lowering AI weapon damage? Many anti-grief scripts set a global damage modifier.
rm_dualgunsets its own at start-up, so anything loading after it wins. Moverm_dualgunlater inserver.cfg.Are damage-blocking flags active? Godmode, admin invincibility and revive states all block damage silently.
If none apply, enable diagnostics and collect output:
Restart the resource, have both players open F8, then:
Both run
/dualdiagand copy the output.The shooter fires a few rounds at the other player.
Both copy everything printed to their console.
Send all four blocks with your support ticket. That output distinguishes an aiming problem from a damage problem immediately, which is otherwise guesswork.
Turn cfg.debug back off afterwards. It prints on every shot: a minigun produces about 33 lines per second.
Explosive duals kill the user
Working as intended. Firing an RPG, firework or grenade launcher at something a few metres away puts you inside your own blast, exactly as a vanilla launcher would.
If you want them to be more forgiving on your server, raise shot_interval so players cannot panic-fire at their feet, or remove the explosive entries from cfg.weapons.
A new weapon I added does nothing
weaponHashmust matchweapon. A mismatch means that hand ends up holding the wrong gun, or nothing.The item must exist in your inventory with the same name.
animSetmust be one of:small,gang,long,mg,mini,rpg.ammomust point at an ammo item that actually exists.
Test with /useDual <yourNewKey> to rule out the inventory entirely.
Weapons stay attached after death or a vehicle
The dual guns are put away automatically when the player dies, enters a vehicle, starts swimming, climbs, or ragdolls. If they persist through any of these, another resource is likely overriding the player ped in a way that hides the state change. Check for revive and animation scripts.
Reporting a bug
Include:
Your framework and inventory, and the ammo mode line from start-up.
The weapon key involved.
/dualdiagoutput from every player involved.Console output with
cfg.debug = trueif it is a damage or sync issue.
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