Okay so i have one sync 64 slot server and had alot of issues with AI Cars but most were resolved when changing, traffic density to = 0.1 | parked car = 0.0 | NPCS = 100 . But still had tankers blowing up and cars spawning on top of each other. Down below is what my Traffic density is and the disable AI script i use. Recently added a few lines to the client side and it works so good to disable certian AI so we can have cars on the map still and NPCS because for whatever reason when setting : traffic density to = 0.0 | parked car = 0.0 | NPCS = 100 . NPCs would barley spawn, need them to sell drugs to/ want to. Found line of code here to use https://runtime.fivem.net/doc/natives/#_0x0FC2D89AC25A5814
FILE NAME : trafficadjuster
CONFIG : (CHANGE TO THIS CAN ADJUST TRAFFIC AMOUNT IF NEED BE)
TrafficAmount = 0.1
PedestrianAmount = 100
ParkedAmount = 0
EnableDispatch = false
FILENAME: gd_airport_ai_begone https://github.com/glitchdetector/gd_airport_ai_begone
CLIENTSIDE: (CHANGE TO THIS)
Citizen.CreateThread(function()
– Other stuff normally here, stripped for the sake of only scenario stuff
local SCENARIO_TYPES = {
“WORLD_VEHICLE_MILITARY_PLANES_SMALL”, – Zancudo Small Planes
“WORLD_VEHICLE_MILITARY_PLANES_BIG”, – Zancudo Big Planes
}
local SCENARIO_GROUPS = {
2017590552, – LSIA planes
2141866469, – Sandy Shores planes
1409640232, – Grapeseed planes
“ng_planes”, – Far up in the skies jets
}
local SUPPRESSED_MODELS = {
“SHAMAL”, – They spawn on LSIA and try to take off
“LUXOR”, – They spawn on LSIA and try to take off
“LUXOR2”, – They spawn on LSIA and try to take off
“JET”, – They spawn on LSIA and try to take off and land, remove this if you still want em in the skies
“LAZER”, – They spawn on Zancudo and try to take off
“TITAN”, – They spawn on Zancudo and try to take off
“BARRACKS”, – Regularily driving around the Zancudo airport surface
“BARRACKS2”, – Regularily driving around the Zancudo airport surface
“CRUSADER”, – Regularily driving around the Zancudo airport surface
“RHINO”, – Regularily driving around the Zancudo airport surface
“AIRTUG”, – Regularily spawns on the LSIA airport surface
“RIPLEY”, – Regularily spawns on the LSIA airport surface
-----WILL STOP FROM SPAWNING IN TRAFFIC HELP ONE SYNC/ HELP BLOWING UP AND SPAWNING ON TOP OF EACH OTHER-----
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“armytanker”), true); – Spawn at zancudo
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“docktrailer”), true);-- Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“tr3”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“tr2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“tr4”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trflat”), true);-- Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trailers”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trailers4”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trailers3”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“packer”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“phantom”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“phantom3”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trailers2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“tvtrailer”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trailerlogs”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trailersmall”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“boattrailer”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“tanker”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“tanker2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trash”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“trash2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“airbus”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“bus”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“coach”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“pounder”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“pounder2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“stockade”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“benson”), true); – Spawn on map (NOT WORKING SOMETIMES)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“biff”), true); – Spawn on map (NOT WORKING SOMETIMES)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“mule”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“mule2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“mule3”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“mule4”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“scrap”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“sandking”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“sandkin2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“dloader”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“hauler”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“hauler2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“flatbed”), true); – Spawn on map (NOT WORKING SOMETIMES)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“mixer”), true); – Spawn on map (NOT WORKING)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“mixer2”), true); – Spawn on map (NOT WORKING)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“rubble”), true); – Spawn on map (NOT WORKING SOMETIMES)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“tiptruck”), true); – Spawn on map (NOT WORKING SOMETIMES)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“tiptruck2”), true); – Spawn on map (NOT WORKING SOMETIMES)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“scrap”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“towtruck”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“towtruck2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“taco”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“boxville”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“boxville2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“boxville3”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“boxville4”), true);-- Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“cargobob”), true);-- Spawn on map (DOES NOT STOP 1 FLYING AT ZANCUDO)
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“cargobob2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“cargobob3”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“cargobob4”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“volatus”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“buzzard2”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“besra”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“lazer”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“policeb”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“police3”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“police4”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“police”), true); – Spawn on map
VEHICLE::SET_VEHICLE_MODEL_IS_SUPPRESSED(GAMEPLAY::GET_HASH_KEY(“polmav”), true); – Spawn on map
}
while true do
for _, sctyp in next, SCENARIO_TYPES do
SetScenarioTypeEnabled(sctyp, false)
end
for _, scgrp in next, SCENARIO_GROUPS do
SetScenarioGroupEnabled(scgrp, false)
end
for _, model in next, SUPPRESSED_MODELS do
SetVehicleModelIsSuppressed(GetHashKey(model), true)
end
Wait(10000)
end
end)