# Common Issues

## Not getting any options with Third Eye

Make sure you have a [compatible target](https://envi-scripts-organization.gitbook.io/documentation/compatibility) installed.

You must use the item first.

You should see the animation and the tool prop in hand.

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### If using qb-target

If you use `qb-target`, this may solve it.

* You may only see `Push Vehicle` or one extra option.
* `qb-target` struggles with several close target locations.
* Increase target distance in config first.
* Or move to [ox\_target v1.16.0](https://github.com/overextended/ox_target/releases/tag/v1.16.0) if your framework stack supports it.

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## Cannot place bomb

You need the hood open before bomb placement.

Some vehicles have mid or rear engines.

In that case, keep the hood open and target the actual engine area.

If a model still feels wrong, adjust `Config.EngineBone`.

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## Repairs do not work

Check these first:

* your repair job list
* whether realistic repair is enabled
* whether the vehicle needs to be on a lift
* whether the correct tool must be in hand

If your mechanic script uses native fixing, replace it with `RepairAll(vehicle)`.

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## No sound when using tools

Check these first:

* InteractSound is installed
* the sound files were copied from `install/sounds/`
* your InteractSound build supports `PlayFromCoord`
* the file names still match `saw`, `impactdrill`, and `drill`

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## Skill checks fail or error

Check these first:

* `ox_lib` is running
* `Config.MiniGame` is enabled if you expect skill checks
* your `skillCheckEasy`, `skillCheckFast`, and `skillCheckLong` hooks were not broken during edits

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## Remote bomb says already rigged

The resource already has that vehicle or plate tracked in `GlobalState.riggedVehicles`.

Detonate the existing rig first or wait for cleanup.

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## Vehicle class is blocked

Check `Config.BlacklistedVehClasses`.

Remove the GTA class ID if you want that class to allow sabotage.

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## Late joiners see the wrong vehicle state

Late joiner sync depends on the bridge player-loaded hook.

Make sure your framework fires the bridge load event correctly.

Rare desyncs should correct on the next replay from the server state.
