Markhor Roadworks
Roads require maintenance, which can lead to roadworks, detours, or other issues. However, there’s a bright side: that consistently dull highway suddenly gets a bit more lively. It moves, it varies, so pay attention! A police chase can suddenly be disrupted. Make it exciting and bring your roads to life with Markhor Roadworks!
Markhor Roadworks is for sale through our Tebex page: Markhor Roadworks.
How does it work?
The resource comes standard with 7 YMAPs, one of which the script randomly selects each restart. The rest are disabled. Of course, you can easily add your own YMAPs to the loop. You can use a database table to specify where PEDs and vehicles should spawn.
Note: Our included YMAPs manipulate NPC pathfinding. If this is necessary, you’ll need to do this yourself with your own YMAPs.
For PEDs, you can add an animation position.
Vehicles can be equipped with fixed extras, and emergency vehicles can also have their flashing lights activated.
Documentation on how to add this can be found here: Markhor Roadworks Documentation
What do we have to offer?
- One random roadwork is started per restart. The others are disabled
- All included YMAPs take NPC paths into account Vehicles, PEDs and animations can easily be changed via the database
- Add-on vehicles and peds are supported. These can be set via the database
- ELS vehicles are supported. Flashing lights will work then
- All the Markhor Bridge resources are supported
Support
We offer high quality support, people are available every day for all your questions, comments and problems. We try to provide you with the right support as soon as possible.
And of course the most important, the footage: Markhor Roadworks [YouTube]
Our standard included YMAPs
| Code is accessible | No |
| Subscription-based | No |
| Lines (approximately) | 250 |
| Requirements | markhor_bridge (free add-on resource) |
| Support | Yes |










