Check the readme for that
There are exports for getting a vehicles position from its plate. If it returns nil, it is not in the world, if it returns a vector3, it is.
Must have missed it while giving it a read. Iāll go look again, haha.
Escrow? No.
Do you sell a version without Escrow?
Yes, my scripts use Escrow, but:
In the current version there is no encryption at all. The next version will feature some encryption.
But I only ever encrypt core functionality that should not be touched anyways. Simply to protect my work.
For my other scripts it is usually around 10% encrypted. Everything else can be edited, changed to another framework etc. and I am always open for when there are problems or encrypted bits that need to be edited.
Does this only save 32 cars when people are not in it or can the server only have 32 cars with the script
There is no limit. At least I havenāt seen one and no one has reported one so far. I personally tested ~200 vehicles in close proximity without problems. (all loaded at the same time)
I guess you read a message from like a year ago?
Does the /dv command work ? I see on antoher server when he use this command, the vehicle doesnāt delete or he need to enter in the vehicle for that ? Or, does it work with all the garage for delete car ?
I cannot differentiate between you purposefully deleting a vehicle and the game being like āIāmma delete that one for some reason nowā.
I can only do that if the player is sitting inside the vehicle when it is deleted.
The readme includes a function that needs to be triggered when deleting a vehicle.
Also included is a snippet for ESX to simply replace their āDeleteVehicleā function (pretty much the same for QB) which is being used by most scripts.
And if you see that server again, tell them to read the readme
And if they donāt get it from that, the readme also includes how to get support.
Ivā bought, but i donāt have any sql so i have an error, can you give me please ?
The script doesnāt need an sql file. It does everything by itself.
From your name I assume that you are the same guy that I already answered in our Discord?
Then this has already been resolved
why cant i connect to your sever, it says it out of date
Iām sorry, but I have no clue what you are trying to say here. I donāt even have a server running.
Update v3.0.0
Read the readme file again! A lot has changed and you might have to change things if you are updating from an old version.
- Restructured the database table. If you are updating from an old version, make sure to delete the old table!
- Reworked the entire code base.
- Separated code into smaller functions for better readability.
- Separated tuning and vehicle status into separate functions for better performance across the board.
- Added different layers of logging: Info, Debug, Warning, Error. Can be toggled on/off individually in āLog.luaā.
- Added client and server event when a vehicle is spawned. (can be used in other scripts)
- Added a small amount of encryption (~10%).
- Replaced server side player iteration with the proper GetPlayers function.
- GetClosestPlayer now ignores players in different routing buckets.
- Switched from unique plates as identifiers to a custom generated hex identifier to make the script independent from plates.
- Now saves all vehicle mods from 0-49 (except 17, 19, 21 since I couldnāt find their proper uses yet.
- Now automatically saves trailers.
- Now saves entity state bags and re-applies them on spawn.
- Removed saving of bodywork deformation. You now have to use the (free) script VehicleDeformation by me to keep this feature.
- Reworked timer tasks to be more up to my coding standards. Now also features exports to be used from other scripts.
- Fixed a rare occurring onesync related error.
- Fixed a calculation error when updating a vehicle.
- Fixed several logic errors inside the delete timer. Now deletes all vehicles properly.
- Fixed error that lead to no return value from āGetVehiclePositionsā export.
Hotfix v3.0.1
- Fixed an error related to state bag updates in the database.
When i use this my licenses plate change on the vehicles thst have been saved after restarting my server. Is there a way to stop that.
Hotfix v3.0.2
- Fixed an error related to local (client side only) vehicles.
- Fixed an error when spawning a vehicle related to gamebuilds below 2372.
- Fixed an error related to rims (and probably other tuning options) not being applied properly on spawn.
- Fixed an error when using the autoDelete option.
Should be fixed with this hotfix
Can turning off debug prints be a option in the config pleaseeee
It is already an option ^^
It only got moved to the Log.lua instead
There are now more log options. You should keep all of them on apart from DEBUG. But if you really want, you can turn all of them off.
Hotfix v3.0.3
- Removed two redundant exports.
- Added missing exports to the README.
- Fixed a logic error related to the wrong set of rims being applied.
- Fixed a logic error related to deleting vehicles using their plate.
- Disabled DEBUG log by default. All log levels can be toggled in "Log.lua".
- Set cleanup threshold back down to a week.