This is great and works flawlessly!

Is there any way to make it save the physical damage of the vehicle as well?

its not working for me :frowning:

Thanks it works, however trying to get the Body to work too by adding health2 and getVehicleBodyhealth but it doesn’t :frowning:

This damage texture only client side I guess.

Can you give the code?
4 i add that faster?

And can someone say how can i save the vehicles aparance?

how do i get it to work for eden_garage ? i but the

if props.health ~= nil then
SetVehicleEngineHealth(vehicle, props.health+0.00)
end

in essentinal put where do i need to place it in eden_garage

Do I need to edit garages aswell? Anyone has a edited working garage? =)

Wauwie! This works perfect with mine edited esx_advancedgarage, only… i want to save like the broken windows, doors etc? is there a option to add those damage to?

All working, but if i impound the vehicle while engine broken, it gives a 100% health.
If the car was stored while broken then impounded, it willl give 0% health.
How to save the current state of the car, instead of the state when it’s stored?

Installed this three times as stated on the topic but when I load into my server my character spawns as a npc in the middle of no where instead of my own character at my last location? If I take out the code for vehicle health it works fine again.

30 seconds too c+p code and make life easy

5 minutes to take pictures of code post them and claim it works :slight_smile:

Its not working

I have this too, does someone have a new solution?

local vehProps  = ESX.Game.GetVehicleProperties(veh)
local damages	= {
	eng = GetVehicleEngineHealth(veh),
	bod = GetVehicleBodyHealth(veh),
	tnk = GetVehiclePetrolTankHealth(veh),
	drt = GetVehicleDirtLevel(veh),
	oil = GetVehicleOilLevel(veh),
	drvlyt = GetIsLeftVehicleHeadlightDamaged(veh),
	paslyt = GetIsRightVehicleHeadlightDamaged(veh),
	dor = {},
	win = {},
	tyr = {}
}
local vehPos    = GetEntityCoords(veh)
local vehHead   = GetEntityHeading(veh)
for i = 0,5 do
	table.insert(damages.dor, i)
	damages.dor[i] = false
	if not DoesVehicleHaveDoor(veh, i) then
		damages.dor[i] = true
	end
end
for i = 0,13 do
	table.insert(damages.win, i)
	damages.win[i] = false
	if not IsVehicleWindowIntact(veh, i) then
		damages.win[i] = true
	end
end
for i = 0,7 do
	table.insert(damages.tyr, i)
	damages.tyr[i] = false
	if IsVehicleTyreBurst(veh, i, false) then
		damages.tyr[i] = 'popped'
	elseif IsVehicleTyreBurst(veh, i, true) then
		damages.tyr[i] = 'gone'
	end
end```


Won't help implement it, should be pretty self explanatory but THIS 
is what I was looking for when I searched for saving damages. Saves 
damages for tires, windows, and doors. You will need to check against 
this when spawning a car and damage it accordingly.
5 Likes

where put this??

What this?

Where put what?

the code you put

local vehProps = ESX.Game.GetVehicleProperties(veh)
local damages = {
eng = GetVehicleEngineHealth(veh),
bod = GetVehicleBodyHealth(veh),
tnk = GetVehiclePetrolTankHealth(veh),
drt = GetVehicleDirtLevel(veh),
oil = GetVehicleOilLevel(veh),
drvlyt = GetIsLeftVehicleHeadlightDamaged(veh),
paslyt = GetIsRightVehicleHeadlightDamaged(veh),
dor = {},
win = {},
tyr = {}
}
local vehPos = GetEntityCoords(veh)
local vehHead = GetEntityHeading(veh)
for i = 0,5 do
table.insert(damages.dor, i)
damages.dor[i] = false
if not DoesVehicleHaveDoor(veh, i) then
damages.dor[i] = true
end
end
for i = 0,13 do
table.insert(damages.win, i)
damages.win[i] = false
if not IsVehicleWindowIntact(veh, i) then
damages.win[i] = true
end
end
for i = 0,7 do
table.insert(damages.tyr, i)
damages.tyr[i] = false
if IsVehicleTyreBurst(veh, i, false) then
damages.tyr[i] = ‘popped’
elseif IsVehicleTyreBurst(veh, i, true) then
damages.tyr[i] = ‘gone’
end
end```

Won’t help implement it, should be pretty self explanatory but THIS
is what I was looking for when I searched for saving damages. Saves
damages for tires, windows, and doors. You will need to check against
this when spawning a car and damage it accordingly.

this one