Trains + Train Heist

I’m using the metro script as an example because it works the same way. It’s been running for a few weeks now on our server with an average of about 90 players.

I’ve managed to fix the biggest desync issues. There have been a few reports with the metro script where the metro can suddenly run really fast and this usually happens after an owner migration. But this should fix that problem fix(net/five): correct train track node on ownership change by Ehbw · Pull Request #2911 · citizenfx/fivem · GitHub

Also regarding metro/train duplication and artifacts, I have noticed that they usually happen when the metro/train breaks down and this cannot happen in my scripts, they are unbreakable. Another thing that causes this is when the client owning the metro/train is not in onesync range with the player who also sees the train, this is not a problem in my scripts either.

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