[Map & Script] Functional Lift Bridges at Port

its zone and point management are unmatched in open-source FiveM development.

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v1.2.0

Fixes

  • resolve target interaction issues
  • resolve shutter issue during bridge movement

Features

  • add ability to move a single bridge using interaction (per request)
  • implement two distinct hack locations for each bridge

Why is this?

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Hell yeah brotherā€¦ Lets call something that is 100% better then anything out there crap because you live in a stone age.

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your the type of clown to use quasar products

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Why is it crap ?

Piece of crap, but used in the majority of all recently made resources.

Good Work! Looks nice!

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Release Notes - [Version 1.3.0] :rocket:

New Features

  • :computer: Added hacking animation when hacking the bridge.
  • :wrench: Optional required item support with a configurable ā€œremove on useā€ option.

Improvements & Refactoring

  • :package: Refactored CalculateTravelTime ā†’ moved to shared utils.
  • :scroll: Added type documentation for improved code clarity.
  • :arrows_counterclockwise: Replaced model loading with lib.requestModel for better performance.

Bug Fixes

  • :hammer_and_wrench: Fixed toggleBridge parameters.
  • :hourglass_flowing_sand: Fixed cooldown logic to prevent timing inconsistencies.

Credits

Special thanks to Skryptific for contributions! :tada:

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What about the npc vehicles when it is lifted? do they stop or just drive off? lol

They will stop at both ends of the bridge.

I sent you an update on github for qb-target

No PR received yet.

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Release Note - [Version 1.3.3]

Bug Fixes

  • stream: remove lod lights on the bridge
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