[Map & Script] Functional Lift Bridges at Port

Overview

This combination map and script adds fully operational vertical-lift capabilities for the vehicle and rail draw bridges near the Port of Los Santos.

Features

  • Server-Synced Bridges: Smooth, synchronized movements for all players—no lag, no mess.

  • Dynamic Timing: Bridges can lift and lower automatically at set intervals for that authentic port vibe…

  • Player Control: Let your players take charge with manual bridge operation for interactive fun.

Preview

Download

Support

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Credits

Bridge assets by PNWParksFan—support them at ParksMods.
Video by GR6

My Other Resource

Smoke UtilliTruck
25 Likes

Really nice release bud!

3 Likes

This is awesome! Adding to my server.

3 Likes

Such a :fire: free release!

1 Like

Very nice stolen from GitHub - Jaysigx/Drawbridge: Make Bridges go upy and downy in your fivem server

Super cool, my dude! Love when folks post quality scripts like this that work right out of the box, no fuss and for free. Big ups!

1 Like

Esx Is it compatible with

Can the main bridge in the port be lifted?

1 Like

Yes, it’s a standalone resource.

ChangeLogs

v1.1.0

  • switch to local entities from net entities
  • fix LOD issues
  • rewrite model load logic
  • utilize lib.points for entity spawn/despawn
  • utilize lib.math
  • add /portbridges open/status via lib.addCommand
  • Fixed barrier gates not resetting
  • runs at 0.00~0.01ms during entity movement
  • add cooldown option
  • add version check

Chores

  • move minigame to config/shared.lua
  • add remaining stream assets

Out of this box this errors and does not work. lerp isn’t defined anywhere.

It is explicitly stated in the release notes above that the scripts utilize lib.math, which includes support for lerp.

has the update fixed the fact that players who were not near where you went down the bridge still see it raised?

Apologies, I didn’t quite understand your point. However, the bridge movement is synchronized for all players who approach it through Statebags. When you move away from the bridge, it will despawn but will continue its movement from the GlobalState when you come near it again.

1st script on :chart:

1 Like

super script bro , :yum::kiss:

1 Like

Edit: ox_lib being one version behind was the root of this issue.

1 Like

Everything works fine here, I made compatibility with qb-target and added minigame and dispatch :smiley:

4 Likes

Great work

1 Like

dependancies: oxlib

so… i´m out. oxlib it´s a piece of crap

6 Likes