Pretty sure this is not the same of what you’re talking about.
And the one you MIGHT be talking about was also uploaded by me on Github.
Pretty sure this is not the same of what you’re talking about.
And the one you MIGHT be talking about was also uploaded by me on Github.
If there is a need for a custom version that could apply to you you can talk to us on private and we’ll try to help you as much as possible and if we can make anything good out of it we will.
Hello, this script will work with [Release][ESX][Disc] X-Hotwire, hotwire script with keys and NPC interactions - Releases - Cfx.re Community ?
As of now that would have conflicts with our as it uses same Engine Start natives as we do, but adding a hotwire option to our script could be a nice feature.
We’ll see next voting how many votes it would get.
Thank you for answering.
Are you using remote loading for this resource?
Nope, please send me a PM with your discord so I can verify it’s you and I’ll show you in a live screen share.
It’s encrypted as to not be used by hundreds of servers with only one purchasing it, but as I said earlier in a post, if anyone needs help with integrating it into their system they can just send us a PM or join our guild and we’ll see what changes need to be done.
From what I can think of it is just a matter of adding another server and client event which verifies the following:
if owner = license:x then
allowControl = true
end
We are open for customisation from our side if needed and can even help with integrating it as long as whoever purchases this also has intention of helping with it, with this I mean, we won’t change your own code to work with our but change our to work with yours and you adapt yours.
Okej, so I’ve a final importent question. How is it optimized? found your old milage script and that was heavy on everything.
Well, that was made in under 30 minutes as a test thing and I released it for other people to take it as an example, and from what I’ve recently seen, others have done so and took part of the code to rewrite something for them.
Now this script is much better optimized and we’re actually working on an update that we tried to push yesterday but we’ll finally push it today with even more checks for any kind of situations, as you can see it’s running very low ms, 0.03 to 0.05 on the streamable videos.
It’s update day.
03/01/2021 - v 1.1
This new update includes the following changes to client side:
Fixes
Added
Love it man. Nice work glad to see you back developing 
Thanks for the kind words, appreciate it!
For limited time we are offering 5 copies for ONLY 20€ which is a 20% discount.
You can get it here: https://codev.tebex.io/package/4256403
After those end we’re going back to the regular 24.75€ price.
ONLY 3 copies left with the 20% discount.
We have pushed a fix for an error while writing inside a dialog box where the F key was pressed and the game would take it as if you’re exiting vehicle.
We’re going to post another next update poll really soon to see what other feature would you like, stay tuned to the thread!
All 5 limited copies sold, now it’s back at its regular price, thanks to all who have purchased this package,we’ve sold 15 copies already, this is a MUST for any RP server.
Buy it here: https://codev.tebex.io/package/4238821
Hi @hypr9xa,
I just liked your script and would like to purchase as soon as possible. However, just having a question to figure out if you don’t mind me asking. So let’s say that I already have a mechanic job script in my server and you’re a user doing mechanic roleplay using the script that injected. Is there any bug or issue just like when a mechanic fixes the car, will the engine damage or ignition time be fixed automatically, too? Because I would like an old car not to be engine fixed when it hypermiled already. Thanks for your response in advance.
Best Regards
Nifi
Hey, our system works standalone, we include 2 commands and 2 events that when called from external scripts can fix the engine or engune start, but if those are not called the vehicle engine will continue broken even if you fix it with a menu.
We have already helped other users add our event to their mechanic script as an additional option so when that one is called the engine or start engine gets fixed.
If you have any further questions or would like a more explained reply let us know!
CoDev Vehicle System has received a new update, it now includes an ESX version in the pack.
The ESX version includes the following:
ESX.TriggerServerCallback('vehicle_system:getLock', function(state)
if state == 1 then
print("car is locked")
elseif state == 0 then
print("car is not locked")
end
end, PLATEGOESHERE)
The standalone and ESX version has been unobfuscated and the code has been cleaned up.
Hey this looks really cool - just one question though: does it play nicely with RealisticVehicleFailure? I would prefer to keep that resource if possible