Troubleshooting
Troubleshooting
/opencreator says I have no permission
Read the server console. Every denial prints every check that was made and a ready-to-paste add_ace line. The usual answer is that you were added through your framework's own command, which grants a framework principal rather than this script's ACE object.
Full detail: Permissions.
The command does nothing at all
The resource did not start. Check the server console on boot for a Lua error, and confirm the start order — ox_lib and aty_lib must both come before aty_mapeditor.
Doors placed in the editor will not open
setr game_enableDynamicDoorCreation "true"
This convar is required for any dynamically created door. Without it doors do not open, do not sync, or break. Add it and restart the server.
Props are invisible or spawn as a question mark
The model does not exist on this server any more — usually a removed stream resource. Run /cleanprops to strip the dead records.
If it is an add-on model that should exist, check the stream resource actually started and that the model name is spelled correctly.
Props vanish when I walk away and come back
That is Config.Editor.PropSpawnDistance working as intended — props spawn within that range and despawn outside it. Raise it if you need a longer view, at a cost in entities loaded at once.
If props vanish permanently, they were deleted, not despawned. Check the activity log.
A world prop I erased came back after a restart
Fixed in v1.2.2. Before that, erasing removed the object but did not stop the game recreating it, so every reboot brought it back. Update the resource.
If it still comes back on v1.2.2 or later:
- Check
Config.WorldPropDeletion.Enabledistrue - Check the prop is further than
Config.WorldPropDeletion.HideRadiusfrom where you are standing — suppressions outside that bubble are released - If it is inside a custom interior, it is probably baked into the MLO rather than placed in the world. Nothing client-side can remove that; it has to come out of the MLO. See World eraser
An exported ymap loads nothing
Almost always the streaming extents. This editor calculates them from real model bounds — if you are seeing this with a file from another tool, that is the cause. With a file from here, check that:
- You copied the whole folder from
exports/, not just the.ymap - The folder is inside your resources path and
ensure <name>runs - The resource name matches the folder name
My vehicles and peds are missing from the export
You exported YMAP. That format is static geometry only — it cannot express a vehicle, a ped or a light. The modal reports how many entities were dropped before you export.
Use Lua Resource or JSON. See Export.
Vehicles spawn without wheels or mods
Not something this editor produces — it builds the vehicle's mod kit on every spawn path. If you see it, the vehicle is being spawned by something else.
A ped looks half-transparent after I interacted with it
Fixed in v1.2.1. Update the resource.
The client crashes a second or two after I select a ped
Fixed in v1.2.1. Update the resource.
Fill places props underground
Fixed in v1.2.1 — grounding now happens at spawn time, per prop, so it works even when you drew the area from a distance. Update the resource.
Fill preview shows nothing
Check that you have selected at least one model, and that the shape was closed with Enter. Ghosts are capped for performance; beyond the cap remaining points draw as footprint rectangles, which is the expected appearance on a very dense fill, not a bug.
The map is gone after a restart
It should not be — placements live on the server, not in the editor. Check the server console for a write error on aty_mapeditor's data files, and check the resource has write access to its own folder.
If a project was loaded in replace mode, that is what cleared the map. Load your checkpoint project back.
I hit the prop limit
Config.MaxPropsPerPlayer defaults to 150. Set it to 0 to remove the limit.
Time and weather changed for everyone
Correct — the environment panel is server-wide and authoritative. See Layers and projects.
Something else
Turn on Config.CrashTrace = true, reproduce the problem, and send the server console output with your report. It records the last step the client reached before it stopped, which survives even a client crash.
Turn it back off afterwards — it sends an event to the server on every selection.