OneSync Migration Issues

So I need some help here I have been messing around with this for a while, basically I have a vehicle and a ped that get get created on a client and I need them to not migrate when other players are close to those entities while the creator is far away. I need that vehicle to continue to stay in the creators scope until it gets deleted by them. I just cant get it to work and need some help. PLEASE lmao
this is what i have so far

RegisterNetEvent("smth:smth")
AddEventHandler("smth:smth", function()

    DeleteEntity(driver1)
    DeleteEntity(limo1)

    print()

    local vhash = GetHashKey('stretch')
    RequestModel(vhash)
    while not HasModelLoaded(vhash) do
        Citizen.Wait(1)
    end
    random = math.random(#Config.LimoSpawnCoords)
    limo1 = CreateVehicle(vhash, Config.LimoSpawnCoords[random], true, false)
    while not DoesEntityExist(limo1) do
        Wait(1)
    end
    l1net = NetworkGetNetworkIdFromEntity(limo1)
    SetEntityAsMissionEntity(limo1, true, true)
    --DEBUG
    local limoblip = AddBlipForEntity(limo1)
    SetBlipSprite(limoblip, 198)
    SetBlipFlashes(limoblip, true)
    SetBlipFlashTimer(limoblip, 5000)
    --END OF DEBUG
    SetModelAsNoLongerNeeded(vhash)
    print("Limo Spawned")

    local dhash = GetHashKey('g_m_m_casrn_01')
    RequestModel(dhash)
    while not HasModelLoaded(dhash) do
        Citizen.Wait(1)
    end
    driver1 = CreatePedInsideVehicle(limo1, 4, dhash, -1, true, false)
    while not DoesEntityExist(driver1) do
        Wait(1)
    end
    d1net = NetworkGetNetworkIdFromEntity(driver1)
    SetBlockingOfNonTemporaryEvents(driver1, true)
    SetEntityAsMissionEntity(driver1, true, true)
    SetModelAsNoLongerNeeded(dhash)

    print("Driver Spawned")

    TaskVehicleDriveToCoordLongrange(driver1, limo1, Config.LimoDestination, 26.0, 447, 0)
    SetPedKeepTask(driver1, true)

end)

No, you don’t, you need to write code for other clients so they’re aware of the network task.

I do because the client that spawns the vehicle needs to be able to access the entity. [Release] mtracker a sonar like tracking app I am using this script to track the vehicle and if it goes out of scope it doesnt work anymore

No, then you need to send state from the server instead. Still no need for the client that spawns the vehicle to be aware of it at all times.

OK please explain how I would do this, still getting used to the whole LUA FiveM networking

Hey could you explain further please?