Troubleshooting
Common problems and how to resolve them.
Check that MS.Abilities.vault is enabled, and that the obstacle's height falls between vault_min_height and vault_max_height — anything shorter is treated as a step, anything taller becomes a plain jump. Also make sure the prop or vehicle model isn't in MS.Blacklist.models, and that you're within vault_distance of it.
Check that MS.Abilities.ledge is enabled, and that the ledge's height falls between ledge_min_height and ledge_max_height above the ped's feet. You also need to be within ledge_distance of it. If the ped grabs but the hang position looks wrong, adjust hang_out and hang_depth to match your animations.
Check that MS.Abilities.wallflip is enabled and that the obstacle is at least wallflip_min_height tall — anything shorter won't trigger it, and it takes over from a vault once the wall clears that height. Also confirm the wall's model isn't in MS.Blacklist.models.
Adjust slide_duration (in milliseconds) to change how long the ped keeps sliding, and slide_speed to change how fast it starts — speed decays to 0 over the duration, so raising slide_duration alone will make the slide travel further at the same starting speed.
First check MS.Settings.tackle is set to true. If it is, confirm you're sliding within tackle_radius of the target and within tackle_distance overall — the hit check runs client-side, so both peds need to actually be close. Also remember tackle_cooldown is enforced server-side per attacker, so repeated attempts within that window are silently ignored.
MS.Keys.slide defaults to LCONTROL, which is a common sprint or crouch bind on other resources — open cl_config.lua and check nothing else on your server is bound to the same key. Remap MS.Keys.slide (or duck) to a FiveM control name that isn't already in use.
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