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server.lua
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server.lua
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--[[DensityMultiplier = 0
Citizen.CreateThread(function()
SetAudioFlag('PoliceScannerDisabled', true)
for i = 1, 12 do
EnableDispatchService(i, false)
end
while true do
Citizen.Wait(0)
SetVehicleDensityMultiplierThisFrame(DensityMultiplier)
SetPedDensityMultiplierThisFrame(DensityMultiplier)
SetRandomVehicleDensityMultiplierThisFrame(DensityMultiplier)
SetParkedVehicleDensityMultiplierThisFrame(DensityMultiplier)
SetScenarioPedDensityMultiplierThisFrame(DensityMultiplier, DensityMultiplier)
end
end)
Citizen.CreateThread(function()
SetGarbageTrucks(false) -- Stop garbage trucks from randomly spawning
SetRandomBoats(false) -- Stop random boats from spawning in the water.
SetCreateRandomCops(false) -- disable random cops walking/driving around.
SetCreateRandomCopsNotOnScenarios(false) -- stop random cops (not in a scenario) from spawning.
SetCreateRandomCopsOnScenarios(false) -- stop random cops (in a scenario) from spawning.
while true do
Citizen.Wait(25) -- prevent crashing
local x,y,z = table.unpack(playerCoords)
ClearAreaOfVehicles(x, y, z, 1000, false, false, false, false, false)
RemoveVehiclesFromGeneratorsInArea(x - 500.0, y - 500.0, z - 500.0, x + 500.0, y + 500.0, z + 500.0);
end
end)
AddEventHandler("entityCreating", function (entity)
if DoesEntityExist(entity) then
local _src = NetworkGetEntityOwner(entity)
if _src ~= nil then
local model = GetEntityModel(entity)
if model == `bf400` then
return
end
--local eType = GetEntityPopulationType(entity)
DeleteEntity(entity)
CancelEvent()
end
end
end)--]]
ConfigRoutingBuckets = {}
ConfigRoutingBuckets.RoutingBuckets = {
"0",
"1",
"352515",
"352513245",
"1412412412677658534",
"141241",
"2525230",
"252523",
"34567",
"121313",
"1241241212465678",
"14124214",
"49819",
"98148",
"49830",
"49819",
"9814",
"5251",
"42342",
"42343",
"12412412",
}
CreateThread(function()
for i = 1, #ConfigRoutingBuckets.RoutingBuckets, 1 do
SetRoutingBucketPopulationEnabled(tonumber(ConfigRoutingBuckets.RoutingBuckets[i]), false)
end
end)