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]]))