[PAID] Ehbw Trains

Ehbw Trains | Stable Freight and Metro trains

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Previews:
Blips
Metro Seating + Bridge target showcase
Metro Player driving

Ehbw-Trains is a resource that consists of over 14 months of research into OneSync and Trains functionality in GTA. This resources aims to and succeeds at creating functioning trains under OneSync and high player count conditions without abusing workarounds that cause more issues then they truly solve (such as culling natives) like other train solutions do, this allows for one of the smoothest experiences you can currently have. With it being improved with every update.

Features:

  • OneSync, required for this script to work and runs flawlessly with Onesync infinity.
  • Extensive Config, Allows for all elements of the script and trains (metro and freight) to be configured easily
  • Bridge Support, allows for easy integration with resources like ox_target.
  • Extensive Exports, allows for trains to be created and managed in third party scripts allowing for addons to be easily created around this resource. All exports and events and its data are properly documented with a types.lua to help LLS and make development easier.
  • Drag and Drop solution, The resource is configured by default to work without configuration changes being required.
  • Stable Implementation, Built around recent fixes and improvements to trains, this resource has been tested and works well with 100+ players.
  • Standalone, Trains are not dependent on the framework and will work on all.
  • Train Driving and Passengers, Allow your players to control and drive metro and freight trains. Or allow you players to sit inside of a metrotrain without issue.
  • Server Solution, Trains are managed mostly on the server, allowing for trains to run across your city without the need for a client (within the current limitations)
  • Custom track support, Provides a built in track parser to allow for easy support and integration of custom tracks.
  • Custom train support, Allows for seamless integration with custom train variations from a streamed trains.xml file in a future update, A template for streaming custom trains.xml and traintracks.xml.
  • Planned Future Content, Plans for free addon content and jobs to give more life to your server. Along with the regular free updates for this resource (e.g. cablecars)

Performance

Ehbw-Trains is highly optimised and is mostly server-sided. Players can expect an idle resmon of 0.00ms with the server using 0.01ms in order to manage, track and calculate trains movement.

Client resmon monitor preview of 2 metro trains in scope of the player at that moment. Note that the streaming is minimized to only the models needed and not all of them unlike other solutinos

Other Releases

Ehbw-Evidence

Code is accessible Partly (Configs, data files and bridge)
Subscription-based Optional
Lines (approximately) 3000+ (3400+ config)
Requirements ox_lib, Onesync, Artifact 10188
Support Yes
34 Likes

Best train resource on fivem :pray:

3 Likes

Nice to see this get released, big W

2 Likes

Can you give a short run down about your resources vs others like

That are currently available?

I use this one atm and pretty happy with it, what does yours offer over other train resources out there?

1 Like

If you’ve got something that already works for you and your community, great.

However, in almost all cases paid and free train scripts (especially those reliant on population created trains) have hundreds of issues from cases where the script push trains far past their limits or rely on behaviour that causes more issues then it solves (such as using culling natives).

This resource condenses the last 14 months of research I’ve done into trains and other area’s of GTA into a public script. Some of my research being implemented into FiveM in a series of patches that help benefit everyone (see, pr2911 and pr2973 for example) with more PR’s in the work (see, wip train server-setter-v2 and pr2982), that will benefit this resource but will also help to benefit trains in general.

This resource is for those who just want functioning and stable trains in their servers without having to worry about constantly fixing it or needing to resolve/workaround issues in OneSync. The extra functionality provided in this resource (such as the train driving, seating in metrotrains, bridge support, etc) are just nice features that may set it apart from a few other available train resources as my main priority is to continue improving trains in FiveM. Both for those who use this script, and those with their own implementations. The revenue generated from sales of my script helping to justify the time I’ve already invested and the work required to achieve my goals.

4 Likes

I’m just looking for a feature list/comparison vs the resource I linked (and other older implementations of trains on FiveM), I’m sure a lot of work went into it but I’m asking you from a customer perspective what are the benefits of using this vs older resources.

Is the resmon better, do trains not spawn/despawn randomly, etc.

Resmon on the client idles at 0.0ms, 0.03ms when using the train driving functionality. Server side resmon varies based on the amount of trains that are currently running although this should still be around 0.0 - 0.01ms with a light memory footprint.

There are several measures taken to ensure trains do not spawn/de-spawn however this cannot be guaranteed at this moment in time (given that no entity can be truly persistent, especially with the possibility of malicious clients interfering). However there are checks in place to correct these issues if they do arise. The general stability of trains (e.g. them not randomly detaching, or having rapid velocity changes that cause clients to be flung out/off of them) is greater then other resources that currently exist. Although if issues do arise there are measures in place to correct them.

In future updates, cablecars will be added as an free update. These will also inherit the same improvements as the other trains in my resource do + more PR’s to fivem to help improve them and other people’s implementation of them. On top of that I provide support for any train related issue (even if not directly tied to my resource) and people who own my script are able to view snippets of my documented research into trains (more interesting insight then it is useful to a non-developer)

1 Like

w release from eh

1 Like

Hello awesome release, wondering will there be for example payment to ride metro some ticket system or something?

It is planned as a free addon

1 Like

Have this, best trains works like fire better than any paid drivable trains or normal ones!

Can you configure it to have addon trains?

Yes, If you stream a custom trains.xml with the addon train models and place the custom models hashes into config.trainModels in configs/general.lua then you will be able to use custom train models.

I like trains.

I assume you plan on doing train deliveries and having some sort of train job linked to this at some point?

any issues with train artifacting/ghost trains/etc with 100+ players?

From my personal testing with higher player count servers (100+). there was very little issues (only occurring in cases such as network hitches, high packet loss or ping). Although some issues may occur as a result of third-party resources that block entity spawning or that has other entity spawning preventions / blocks. As for ghost trains they shouldn’t exist in almost any scenario (I’m assuming your referring to trains that shouldn’t exist or that randomly spawn), as this script blocks ambient train spawns and does it’s best to prevent rouge carriages/trains from being created (through strict handling of train spawning, frequent checks against all train entities to ensure they were created through this resource, deleting those that aren’t created by this resource).

For everything else related to trains it should be as smooth as it is in GTA:O (outside of your usual OneSync problems like strange entity deletions, which this resources has workarounds for if they do occur). I can confidently say this from my own testing and feedback from people using my script (outside of some third party resources/models causing the problems). And I’m actively working on any and all issues reported with the resource/trains in general (assuming they aren’t being caused by other resources)

1 Like

Yes, there is plans for additional addons related to jobs/heists

1 Like

We tested with over 100+

Those thread hitches are highly unlikely to be caused by resource, as I have not experienced any thread hitches that were the result of my script. Neither have other users of my resources (some with 200+ players). If you could send a profiler recording with my script enabled I would be more then happy to help debug it