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1- Both players enter the mantrap slowly and advance only enough steps to allow the door to close behind them. The message "Enter the mantrap" keeps appearing in the screen of both players even if they are already inside.
2- Next, only the host of the heist keeps walking, while the second player stands still near the door.
3- When the message in the host screen "Enter the mantrap" changes to "Wait for other players to enter the mantrap", the host stops moving immediately (this happens 4-5 meters away from the door).
4- Then, the second player walks slowly reaching the host until the message "Continue walking though the mantrap" appears in the screen of both players. From this moment onwards, both players can run to reach the vault and loot the juice.
5- Repeat steps 1 to 4 when leaving the vault and entering again the mantrap."
https://www.reddit.com/r/gtaonline/comments/gvu498/glitch_solved_disconnection_kicked_glitch_from/
I still have yet to find a 100% way to avoid the getting killed while in the loading screen at the back door, but if everybody is in that area for just a few seconds and THEN someone hits the yellow spot it seems to work most of the time regardless of how many NPCs you kill before attempting to exit.
A sign that it might bug out is almost always, lag while hauling ass to get to the Casino.
When I see that I know I gotta get everybody to slow down in the man-trap.
the problem is that when both players are next to each other, one of them loses connection, it looks like you have a big lag and your host switches you to another session
Back in 2016~2018, I modded for No Man's Sky and one of those mods was replacing the freighter with a Deathstar model. It was working on this mod that I noticed the hangar environment would be loaded/rendered in until I went through the airlock to get to the freighter base. The purpose of the airlock was to dump the hangar assets and load in the freighter base. On the way out, it would dump the base assets and load the hangar again.
From what it looks like the GTA Online Casino Heist mantrap serves a nearly identical purpose. You can even see when the interior of the casino is dumped and the vault is rendered in (or vice-versa on the way out) because you will see your radar mini-map flicker when the switch happens.
With this, I've found something that so far hasn't had much negative feedback.. so hopefully it works for you as well:
The logic here is that if players are sporadic or randomly doing different things at the switch, it causes the game to hiccup on synching the player in the mantrap. So by walking in, you keep your actions uniformal, and when you stop at the switch, you're remaining in the coordinates the game last had you at. Which should assist in completing the synch easier/better..