If a player enters a vehicle, it will be registered in the database as a saved vehicle. The vehicle
will always stay at the last location where it has been left by a player. If it despawns while
players are too far away from it or after a server restart, the script will respawn the vehicle on
server side as soon as a player gets close enough again. This also means no more “despawns” when
looking away for a second.
All vehicle modifications and statuses are saved (check saved values for more
information) and will be reapplied upon respawning.
Vehicles that have been saved are completely dynamic. You can push a saved vehicle with a bulldozer
and it will update accordingly.
Configurable vehicle class, model and plate blacklist.
Vehicles will respawn automatically when players get close and the vehicle isn’t there.
Vehicles will respawn after a server restart.
Vehicles that have been saved are completely dynamic. They can be moved and take damage.
Vehicle spawning happens on server side.
Attached trailers will be saved automatically.
Option to save only player owned vehicles (requires ESX or QB).
Cleanup function takes care of vehicles that haven’t been updated.
Configurable time threshold.
Option to send cleaned up vehicles to the player garage (requires ESX or QB).
Non-networked (or client side only) vehicles will be ignored.
Can be restarted any time.
Delete function that will delete any vehicle where a player is not close enough every X
minutes (turned off by default). This is only meant for servers that have an over-abundance of
(modded) vehicles where it could have a negative impact on performance (e.g. 200+ players + NPC
vehicles).
Admin command for deleting all vehicles from the database table.
Exports for receiving the position of vehicles from server and client side.
Saved values
While this script aims to save all variables of a vehicle, some of them can not yet be updated on
server side and will only be updated when entering/leaving the vehicle (or when using the included UpdateVehicle export).
Position and rotation
Status:
Entity, body, engine and petrol tank health
Dirt Level
Fuel Level (includes compatibility with “LegacyFuel”)
Door lock status
Burst/flat tires
Missing doors
Broken windows
Tuning:
Number plate text
Modifications from 0-49 (except 17, 19 and 21 (possibly HSW mods that aren’t in the game yet))
Visual and performance mods
Colors
Primary and secondary
Custom primary and secondary (RGB)
Pearlescent
Interior
Dashboard
Tiresmoke
Window tint
Lights
Xenon color
Neonlights color
Enabled neons
Extras
Wheels
Type
Custom
Bulletproof
Color
Drift Tires
Livery (from mods, extra livery and roof livery)
Extra values:
engine on/off
landing gear state
vtol position
boat anchor state
convertible roof state
stub wings state
Entity state bags
Performance
Client Side:
idle: 0.00ms
inside vehicle: 0.01ms
Server Side:
idle: 0.00ms
updating vehicles: 0.00-0.50ms (dependent on how many players and vehicles are present) (will
receive another big update through next experimental version to improve numbers significantly!)
Not right now. Was thinking about a small video. We’ll see… maybe later this week
Yes, you can see all vehicles that have been saved. So pretty much every vehicle that had a player in it once. Doesn’t matter if owned or not, if job vehicle or not.
No, it does not delete vehicles if no one is close to it. Unless GTA itself decides to delete it automatically. I do not do that.
On our liveserver it ran perfectly with ~20-30 players and ~100 vehicles.
After spawning, I unload the models immediately, so there should not be any problems when above.
If you encounter any problems with the script, feel free to tell me! I will fix it asap
Have you tried it? I think my main concern would be network traffic, not database performance. But nonetheless, future releases will be more performant.
@Minty2 Well that is interesting. Are you using OneSync Infinity? How old is your server artifact version? How many players were online at that time?
Hi, So doesn’t matter which car is spawned. It causes old parked cars to flicker. Is just me on the server, OneSync Enabled and 3404, Brand new FiveM server.
Damage is not saved. Even with a very damaged car. We tested it with two people, and sometimes some vehicles are not charged. No bug reports. We use the Artifact 3404 and One Sync Infinity.
I save those 3:
health
bodyHealth
engineHealth
petrolTankHealth
If you are talking about the visual damage:
I can’t save those. Noone can. Noone even knows how to do that. Unless you know a script or mod which already does that and allows access to its source code. If you point me to it I will gladly use that as well!
If you already bought the script, you can access it from the same link that was already sent to you.
@mikastro@Flobbah There should now not be any problem with this. A client is now restricted to 32 vehicles. If you decide to buy it, then let me know if you encounter any issues!
@Minty2 I could not reproduce this issue at all. If you could try it with the new update and let me know if it still happens. Also did it happen with modded vehicles only? Or does it also happen with Vanilla vehicles?
@oidetschesn This should all be saved. Do you have reproduction steps for me?