I have just to go into it again a server-side Ki for my project ready, but no AI for individual traffic but so far only for fixed routes. The technology goes so far that the Onesync radius hardly plays a role, I can also represent traffic outside of 421 meters around the players if I want. To save performance in this distance range but no smooth driving is possible but rather a forward jump, traffic lights are currently already simulated, the Ki would be extended accordingly when creating routes, the vehicles would also consider the traffic lights.
The traffic lights can be developed in my opinion with relatively manageable effort, I could pull this through myself, but I would need help:
a) several testers who adjust an xml file several times and then observe it ingame, thereby recognizing the logic and then helping me with the findings so that I can write the code that would write configs for all traffic lights automatically.
b) I would need a 3D designer to create traffic lights, dead models without a displayed status, I would need objects to put on the traffic light to display its status. This is technically possible, there are other scripts that use exactly this technique.
I can rebuild and implement this as I said but by no means alone.
Also, I don’t recommend anyone to use the default scripts for spawning. I have also worked on it for a while and now a spawn system which can spawn multiple vehicles simultaneously asyncron, no matter whether object, ped or vehicle, the performance is higher, although 10 vehicles pop up simultaneously.
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