Entities
Server managers create and own multiplayer entities. Entity instances expose an identifier, current state, mutation operations, and usually destroy().
| Manager | Entity | Typical purpose |
|---|---|---|
vimp.players | Player | Connected user state |
vimp.vehicles | Vehicle | Networked transport |
vimp.objects | GameObject | Networked world props |
vimp.peds | Ped | Server-controlled NPCs |
vimp.markers | Marker | Visible world markers |
vimp.blips | Blip | Map/radar locations |
vimp.checkpoints | Checkpoint | Checkpoint visuals |
vimp.colshapes | Colshape | Server-side trigger volumes |
Creation can return null when a configured capacity is exhausted. Always handle that result and destroy temporary entities when their owning gameplay scope ends.
Server property writes are authoritative for the fields declared writable. Clients receive corresponding state when the entity is visible. Client wrappers may remain known with a zero native handle or become unavailable during a stream transition, so event payloads typed as nullable must be checked.
Use managers for lookup and enumeration. Do not construct interface instances yourself; VIMP supplies live wrappers.