Some vehicle respawn with netid = 0

this is my code

--client
Citizen.CreateThread(function() 
	Wait(3000)
	ESX.TriggerServerCallback("IfFirstPlayer", function (firstPlayer)
		if firstPlayer then 
			TriggerServerEvent("SpawnAllVehicles")
		end
	end)
end)
--server
RegisterNetEvent("SpawnAllVehicles")
AddEventHandler( "SpawnAllVehicles", function()
	local _src = source

	MySQL.Async.fetchAll('SELECT * FROM parking', {}, function(vehicles)
		for i, v in pairs (vehicles) do 
			local vehPos = json.decode(v.pos)
			local vehProperties = json.decode(v.vehicle)
			local plate = v.plate
			vehs[plate] = CreateVehicle(vehProperties.model, vehPos.x, vehPos.y, vehPos.z, vehPos.heading, true, false)
			local netId = nil
			local j = 0

			while not DoesEntityExist(vehs[plate]) and j <= 10 do
				j = j + 1
				Wait(100)
			end

			if j <= 10 then
				netId = NetworkGetNetworkIdFromEntity(vehs[plate])
			end

			vehiclesRespawned[plate] = {}
			vehiclesRespawned[plate].ID = netId
			vehiclesRespawned[plate].Props = vehProperties

		end
		TriggerClientEvent("ModdingVehicle", _src, vehiclesRespawned )
		Wait (1000)
		print ("^2All Vehicles Return To Their Places")
	end)
	Wait(1000)

end)


ESX.RegisterServerCallback('IfFirstPlayer', function(source, cb)
	if firstplayer == false then 

		cb (true)
		firstplayer = true
	else
		cb (false)

	end

end)

but some vehicle return with net id = 0 and when i NetworkGetEntityFromNetworkId client side some other vehicles return false with `DoesEntityExist(NetworkGetEntityFromNetworkId(netid --[[i send it from server]]))

At this time, if an entity is created server-side with no player nearby, it will not have a network ID assigned until a player is nearby.

This is being changed soon.

2 Likes

Any specific time on when it will be changed?