in the config is a option to set the max of parking vehicles, just set it to 1 - should word
i have a problem:
i parked many vehicle (22) on the first big spot (near mp). While driving out after pay the parking, my car disappers. The price should be exp. 2355$, i get in the car and it write me that the bill was payed with 0$ and the car despawns when i leave the parking spot.
ErrorMSG after getting in car and release from parking
currently if your vehicle is damaged and u park and again take it out then it will fix it for free, is there a way to save the damages?? @Akkariin
Also i just noticed that i can only store cars and not bike???
Hi everyone, i have one problem:
I get a black screen and nothing happens.The parking card is in my database, but donât take from command â/giveitemâ (Invalid item)
How can i resolve this?
I put in âesâ language if any wants to:es.lua (956 Bytes) Thanks for this amazing script
To add âesâ Language, put file into locations an add it into __resource.lua like this into server and client scripts: âlocales/es.luaâ,âŚ
I`m taking a little crazy test, i putted one big parking on all map with a simbolic price 5$ limited to 3000 cars, i want to test it today
EDIT:
I think it runs ok, now iâm testing to add all vehicle types like this in client\main.lua, in theory runs fine, i need to test all vehicles listed except cars and bikes
if IsThisModelACar(GetEntityModel(veh)) or IsThisModelABike(GetEntityModel(veh)) or IsThisModelABoat(GetEntityModel(veh)) or IsThisModelAHeli(GetEntityModel(veh)) or IsThisModelAPlane(GetEntityModel(veh)) or IsThisModelAQuadbike(GetEntityModel(veh)) or IsThisModelABicycle(GetEntityModel(veh)) or IsThisModelAAmphibious_Car(GetEntityModel(veh)) or IsThisModelAAmphibious_Quadbike(GetEntityModel(veh)) or IsThisModelAConvertible(GetEntityModel(veh)) then
Entire city like a big parking seems to runs okay and car doesnât respawn one over other the bugs of duplicated cars seems to appear when people exit an re-enter to parking, for this reason i thinked to improve to exit of parking made it on entire city for this reason, i doesnât know i am crazy or this is a good idea, in any case, i make more tests in this day⌠another time, is an amazing script!!! is close to be considered perfect!! Great job!!
I fix flying car when store just delete or comment this in function SpawnVehicle(vehicleData) like this
â Wait(1000)
FreezeEntityPosition(tempVeh, true)
Hello, how to make it work with an impoundment only ? I explain, if someone forget to park his vehicule and if thereâs a reboot, impossible to find the vehicule after the reboot. esx-advancedgarage add other system garage that i donât need, it duplicate the vehicules. If you ever have another parked vehicule in esx-advancedgarage or realparking the impoundment will create the same vehicule. I tried to use esx_impound but it doesnât work, it doesnât capture any vehicule in impound, even when my vehicules are no longer in the garage after a reboot. If itâs possible to help me, i will thank you in advance.
Thereâs a thing to makes script fails with
lastname (nil value) if any of your users doesn´t put Name and Lastname, to repair parkings, only delete users who doesn´t do it, an fuck off for him and his progress, i seeing how to i can make obligatory to put the name and lastname on the character at enter the serverâŚ
Hi @Akkariin, i have some tweaks for your real parking script, can i upload it modified ?
You can park where you want in my modified script.
Fixed the floating cars issue, seems its still present in the last version.
Vehicles only appears for the owner, so the server wont collapse with a ton of spawned cars for everybody and you cant park your car above a parked car and create glitches
regards to @mikastro, he tries to explain how to do it but he pasted bad the codes.
Oh, and i added a carkey with NativeUI, it allows finding the vehicle with gps and closing the doors at a configurable distance
SetVehicleHandlingFloat(tempVeh, âCHandlingDataâ, âfInitialDriveForceâ, 0.0) instead of FreezeEntityPosition(tempVeh, true)
dont copy/paste the code, it wonât work, write it manually
looks like this in the final script
Wait(100)
SetVehicleHandlingFloat(tempVeh, âCHandlingDataâ, âfInitialDriveForceâ, 0.0)
if vehicleData.owner ~= PlayerData.identifier then
SetVehicleDoorsLocked(tempVeh, 2)
DeleteEntity(tempVeh)
end
Wait(100)
SetVehicleHandlingFloat(tempVeh, âCHandlingDataâ, âfInitialDriveForceâ, 0.0)
if vehicles[i].owner ~= PlayerData.identifier then
SetVehicleDoorsLocked(tempVeh, 2)
DeleteEntity(tempVeh)
end
And im sure that DeleteEntity it is in charge of deleting the car if it is not your property, so with that code you will only be able to see parked cars that are yours