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Edward Tompson

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I ordered some spaghetti with marinara sauce and I got egg noodles and ketchup. I'm an average nobody.

I ordered some spaghetti with marinara sauce and I got egg noodles and ketchup. I'm an average nobody. (2/54)

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  1. Sorry for not responding, the page had problems. I really appreciate it if you solve the problem local vehiclesIgnoringLocked = { [448] = true, [461] = true, [462] = true, [463] = true, [481] = true, [509] = true, [510] = true, [521] = true, [522] = true, [581] = true, [586] = true, -- bikes [430] = true, [446] = true, [452] = true, [453] = true, [454] = true, [472] = true, [473] = true, [484] = true, [493] = true, [595] = true, -- boats [424] = true, [457] = true, [471] = true, [539] = true, [568] = true, [571] = true -- recreational vehicles } -- local addCommandHandler_ = addCommandHandler addCommandHandler = function( commandName, fn, restricted, caseSensitive ) -- add the default command handlers if type( commandName ) ~= "table" then commandName = { commandName } end for key, value in ipairs( commandName ) do if key == 1 then addCommandHandler_( value, fn, restricted, caseSensitive ) else addCommandHandler_( value, function( player, ... ) -- check if he has permissions to execute the command, default is not restricted (aka if the command is restricted - will default to no permission; otherwise okay) if hasObjectPermissionTo( player, "command." .. commandName[ 1 ], not restricted ) then fn( player, ... ) end end ) end end -- check for alternative handlers, such as gotovehicle = gotoveh, gotocar for k, v in ipairs( commandName ) do if v:find( "vehicle" ) then for key, value in pairs( { "veh", "car" } ) do local newCommand = v:gsub( "vehicle", value ) if newCommand ~= v then -- add a second (replaced) command handler addCommandHandler_( newCommand, function( player, ... ) -- check if he has permissions to execute the command, default is not restricted (aka if the command is restricted - will default to no permission; otherwise okay) if hasObjectPermissionTo( player, "command." .. commandName[ 1 ], not restricted ) then fn( player, ... ) end end ) end end end end end -- local p = { } local getPedOccupiedVehicle_ = getPedOccupiedVehicle getPedOccupiedVehicle = function( ped ) local vehicle = isPedInVehicle( ped ) and getPedOccupiedVehicle_( ped ) if vehicle and ( p[ ped ] and p[ ped ].vehicle == vehicle or getElementParent( vehicle ) ~= getResourceDynamicElementRoot( resource ) ) then return vehicle end return false end local function isPedEnteringVehicle( ped ) return getPedOccupiedVehicle_( ped ) and not getPedOccupiedVehicle( ped ) end -- local vehicleIDs = { } local vehicles = { } addEventHandler( "onResourceStart", resourceRoot, function( ) -- Looking at it from a technical point of view, loading vehicles on a non-existant table makes only limited sense if not exports.sql:create_table( 'vehicles', { { name = 'vehicleID', type = 'int(10) unsigned', auto_increment = true, primary_key = true }, { name = 'model', type = 'int(10) unsigned' }, { name = 'posX', type = 'float' }, { name = 'posY', type = 'float' }, { name = 'posZ', type = 'float' }, { name = 'rotX', type = 'float' }, { name = 'rotY', type = 'float' }, { name = 'rotZ', type = 'float' }, { name = 'interior', type = 'tinyint(3) unsigned', default = 0 }, { name = 'dimension', type = 'int(10) unsigned', default = 0 }, { name = 'respawnPosX', type = 'float' }, { name = 'respawnPosY', type = 'float' }, { name = 'respawnPosZ', type = 'float' }, { name = 'respawnRotX', type = 'float' }, { name = 'respawnRotY', type = 'float' }, { name = 'respawnRotZ', type = 'float' }, { name = 'respawnInterior', type = 'int(10) unsigned', default = 0 }, { name = 'respawnDimension', type = 'int(10) unsigned', default = 0 }, { name = 'numberplate', type = 'varchar(8)' }, { name = 'health', type = 'int(10) unsigned', default = 1000 }, { name = 'color1', type = 'tinyint(3) unsigned', default = 0 }, { name = 'color2', type = 'tinyint(3) unsigned', default = 0 }, { name = 'characterID', type = 'int(11)', default = 0 }, { name = 'locked', type = 'tinyint(3) unsigned', default = 0 }, { name = 'engineState', type = 'tinyint(3) unsigned', default = 0 }, { name = 'lightsState', type = 'tinyint(3) unsigned', default = 0 }, { name = 'tintedWindows', type = 'tinyint(3) unsigned', default = 0 }, { name = 'fuel', type = 'float unsigned', default = 100 }, } ) then cancelEvent( ) return end -- load all vehicles local result = exports.sql:query_assoc( "SELECT * FROM vehicles ORDER BY vehicleID ASC" ) if result then for key, data in ipairs( result ) do local vehicle = createVehicle( data.model, data.posX, data.posY, data.posZ, data.rotX, data.rotY, data.rotZ, numberplate ) -- tables for ID -> vehicle and vehicle -> data vehicleIDs[ data.vehicleID ] = vehicle vehicles[ vehicle ] = { vehicleID = data.vehicleID, respawnInterior = data.respawnInterior, respawnDimension = data.respawnDimension, characterID = data.characterID, engineState = not doesVehicleHaveEngine( vehicle ) or data.engineState == 1, tintedWindows = data.tintedWindows == 1, fuel = data.fuel } -- some properties setElementHealth( vehicle, data.health ) if data.health <= 300 then setVehicleDamageProof( vehicle, true ) vehicles[ vehicle ].engineState = false end setVehicleColor( vehicle, data.color1, data.color2, data.color1, data.color2 ) -- most vehicles don't use second/third color anyway setVehicleRespawnPosition( vehicle, data.respawnPosX, data.respawnPosY, data.respawnPosZ, data.respawnRotX, data.respawnRotY, data.respawnRotZ ) setElementInterior( vehicle, data.interior ) setElementDimension( vehicle, data.dimension ) setVehicleLocked( vehicle, data.locked == 1 ) setVehicleEngineState( vehicle, data.engineState == 1 ) setVehicleOverrideLights( vehicle, data.lightsState + 1 ) setElementData( vehicle, "fuel", data.fuel ) if data.upgrade0 then addVehicleUpgrade (vehicle, data.upgrade0 ) end if data.upgrade1 then addVehicleUpgrade (vehicle, data.upgrade1 ) end if data.upgrade2 then addVehicleUpgrade (vehicle, data.upgrade2 ) end if data.upgrade3 then addVehicleUpgrade (vehicle, data.upgrade3 ) end if data.upgrade4 then addVehicleUpgrade (vehicle, data.upgrade4 ) end if data.upgrade5 then addVehicleUpgrade (vehicle, data.upgrade5 ) end if data.upgrade6 then addVehicleUpgrade (vehicle, data.upgrade6 ) end if data.upgrade7 then addVehicleUpgrade (vehicle, data.upgrade7 ) end if data.upgrade8 then addVehicleUpgrade (vehicle, data.upgrade8 ) end if data.upgrade9 then addVehicleUpgrade (vehicle, data.upgrade9 ) end if data.upgrade10 then addVehicleUpgrade (vehicle, data.upgrade10 ) end if data.upgrade11 then addVehicleUpgrade (vehicle, data.upgrade11 ) end if data.upgrade12 then addVehicleUpgrade (vehicle, data.upgrade12 ) end if data.upgrade13 then addVehicleUpgrade (vehicle, data.upgrade13 ) end if data.upgrade14 then addVehicleUpgrade (vehicle, data.upgrade14 ) end if data.upgrade15 then addVehicleUpgrade (vehicle, data.upgrade15 ) end if data.upgrade16 then addVehicleUpgrade (vehicle, data.upgrade16 ) end if data.paintjob then setVehiclePaintjob ( vehicle, data.paintjob ) end end end -- bind a key for everyone for key, value in ipairs( getElementsByType( "player" ) ) do bindKey( value, "k", "down", "lockvehicle" ) bindKey( value, "j", "down", "toggleengine" ) bindKey( value, "l", "down", "togglelights" ) end -- -- Fuel update setTimer( function( ) for vehicle, data in pairs( vehicles ) do if not isElement( vehicle ) or getElementType( vehicle ) ~= "vehicle" then vehicles[ vehicle ] = nil elseif data.engineState and data.fuel and not isVehicleEmpty( vehicle ) and doesVehicleHaveEngine( vehicle ) and doesVehicleHaveFuel( vehicle ) then local vx, vy, vz = getElementVelocity( vehicle ) local speed = math.sqrt( vx * vx + vy * vy ) local loss = ( speed > 0.65 and 2 * speed or speed ) * 0.1 + 0.005 data.fuel = math.max( data.fuel - loss, 0 ) if math.floor( data.fuel + 0.5 ) ~= getElementData( vehicle, "fuel" ) then setElementData( vehicle, "fuel", math.floor( data.fuel + 0.5 ) ) end if data.fuel == 0 then setVehicleEngineState( vehicle, false ) for seat = 0, getVehicleMaxPassengers( vehicle ) do local player = getVehicleOccupant( vehicle, seat ) if player then triggerClientEvent( player, "gui:hint", player, "Out of Fuel", "Your " .. getVehicleName( vehicle ) .. " ran out of fuel!\nTo prevent this from happening, refill it regulary.", 3 ) end end end end end end, 2000, 0 ) end ) addCommandHandler( { "createvehicle", "makevehicle" }, function( player, commandName, ... ) model = table.concat( { ... }, " " ) model = getVehicleModelFromName( model ) or tonumber( model ) if model then local x, y, z, rz = getPositionInFrontOf( player ) local vehicle = createVehicle( model, x, y, z, 0, 0, rz ) if vehicle then local color1, color2 = getVehicleColor( vehicle ) local vehicleID, error = exports.sql:query_insertid( "INSERT INTO vehicles (model, posX, posY, posZ, rotX, rotY, rotZ, numberplate, color1, color2, respawnPosX, respawnPosY, respawnPosZ, respawnRotX, respawnRotY, respawnRotZ, interior, dimension, respawnInterior, respawnDimension) VALUES (" .. table.concat( { model, x, y, z, 0, 0, rz, '"%s"', color1, color2, x, y, z, 0, 0, rz, getElementInterior( player ), getElementDimension( player ), getElementInterior( player ), getElementDimension( player ) }, ", " ) .. ")", getVehiclePlateText( vehicle ) ) if vehicleID then -- tables for ID -> vehicle and vehicle -> data vehicleIDs[ vehicleID ] = vehicle vehicles[ vehicle ] = { vehicleID = vehicleID, respawnInterior = getElementInterior( player ), respawnDimension = getElementDimension( player ), characterID = 0, engineState = false, tintedWindows = false, fuel = 100 } -- some properties setElementInterior( vehicle, getElementInterior( player ) ) setElementDimension( vehicle, getElementDimension( player ) ) setVehicleEngineState( vehicle, false ) setVehicleOverrideLights( vehicle, 1 ) setElementData( vehicle, "fuel", 100 ) -- success message outputChatBox( "Created " .. getVehicleName( vehicle ) .. " (ID " .. vehicleID .. ")", player, 0, 255, 0 ) else destroyElement( vehicle ) outputChatBox( "MySQL-Query failed.", player, 255, 0, 0 ) end else outputChatBox( "Invalid Vehicle Model.", player, 255, 0, 0 ) end else outputChatBox( "Syntax: /" .. commandName .. " [model]", player, 255, 255, 255 ) end end, true ) function create( player, vehicle ) if isElement( player ) and isElement( vehicle ) then local characterID = exports.players:getCharacterID( player ) if characterID then local model = getElementModel( vehicle ) local x, y, z = getElementPosition( vehicle ) local rx, ry, rz = getVehicleRotation( vehicle ) local interior = getElementInterior( vehicle ) local dimension = getElementDimension( vehicle ) local color1, color2 = getVehicleColor( vehicle ) local vehicleID, error = exports.sql:query_insertid( "INSERT INTO vehicles (model, posX, posY, posZ, rotX, rotY, rotZ, numberplate, color1, color2, respawnPosX, respawnPosY, respawnPosZ, respawnRotX, respawnRotY, respawnRotZ, interior, dimension, respawnInterior, respawnDimension, characterID) VALUES (" .. table.concat( { model, x, y, z, rx, ry, rz, '"%s"', color1, color2, x, y, z, rx, ry, rz, interior, dimension, interior, dimension, characterID }, ", " ) .. ")", getVehiclePlateText( vehicle ) ) if vehicleID then local newVehicle = createVehicle( model, x, y, z, rx, ry, rz, getVehiclePlateText( vehicle ) ) -- tables for ID -> vehicle and vehicle -> data vehicleIDs[ vehicleID ] = newVehicle vehicles[ newVehicle ] = { vehicleID = vehicleID, respawnInterior = interior, respawnDimension = dimension, characterID = characterID, engineState = false, tintedWindows = false, fuel = 100 } -- some properties setVehicleColor( newVehicle, color1, color2, color1, color2 ) -- most vehicles don't use second/third color anyway setVehicleRespawnPosition( newVehicle, x, y, z, rx, ry, rz ) setElementInterior( newVehicle, interior ) setElementDimension( newVehicle, dimension ) setVehicleEngineState( newVehicle, false ) setVehicleOverrideLights( newVehicle, 1 ) setElementData( newVehicle, "fuel", 100 ) return newVehicle, vehicleID end end end end addCommandHandler( { "deletevehicle", "delvehicle" }, function( player, commandName, vehicleID ) if hasObjectPermissionTo( player, "command.createvehicle", false ) or hasObjectPermissionTo( player, "command.temporaryvehicle", false ) then vehicleID = tonumber( vehicleID ) if vehicleID and vehicleID ~= 0 then if ( vehicleID >= 0 and not hasObjectPermissionTo( player, "command.createvehicle", false ) ) or ( vehicleID < 0 and not hasObjectPermissionTo( player, "command.temporaryvehicle", false ) ) then outputChatBox( "You can not delete this vehicle.", player, 255, 0, 0 ) else local vehicle = vehicleIDs[ vehicleID ] if vehicle then if vehicleID < 0 or exports.sql:query_free( "DELETE FROM vehicles WHERE vehicleID = " .. vehicleID ) then outputChatBox( "You deleted vehicle " .. vehicleID .. " (" .. getVehicleName( vehicle ) .. ").", player, 0, 255, 153 ) -- remove from vehicles list vehicleIDs[ vehicleID ] = nil vehicles[ vehicle ] = nil destroyElement( vehicle ) else outputChatBox( "MySQL-Query failed.", player, 255, 0, 0 ) end else outputChatBox( "Vehicle not found.", player, 255, 0, 0 ) end end else outputChatBox( "Syntax: /" .. commandName .. " [id]", player, 255, 255, 255 ) end end end ) addCommandHandler( { "repairvehicle", "fixvehicle" }, function( player, commandName, otherPlayer ) if otherPlayer then target, targetName = exports.players:getFromName( player, otherPlayer ) else target = player targetName = getPlayerName( player ):gsub( "_", " " ) end if target then local vehicle = getPedOccupiedVehicle( target ) if vehicle then fixVehicle( vehicle ) if isVehicleDamageProof( vehicle ) then setVehicleDamageProof( vehicle, false ) end outputChatBox( "Your vehicle has been repaired by " .. getPlayerName( player ):gsub( "_", " " ) .. ".", target, 0, 255, 153 ) if player ~= target then outputChatBox( "You repaired " .. targetName .. "'s vehicle.", player, 0, 255, 153 ) end else outputChatBox( targetName .. " is not in a vehicle.", player, 255, 0, 0 ) end end end, true ) addCommandHandler( { "brakes", "handbrake" }, function ( player ) if isPedInVehicle ( player ) then local playerVehicle = getPedOccupiedVehicle ( player ) local currentFreezeStatus = isVehicleFrozen ( playerVehicle ) local newFreezeStatus = not currentFreezeStatus if isVehicleOnGround ( playerVehicle ) then setVehicleFrozen ( playerVehicle, newFreezeStatus ) else outputChatBox( "Your vehicle must be on the ground.", player, 255, 0, 0 ) end else outputChatBox( "You are not in a vehicle.", player, 255, 0, 0 ) end end ) addCommandHandler( { "repairvehicles", "fixvehicles" }, function( player, commandName ) for vehicle in pairs( vehicles ) do fixVehicle( vehicle ) if isVehicleDamageProof( vehicle ) then setVehicleDamageProof( vehicle, false ) end end outputChatBox( "*** " .. getPlayerName( player ):gsub( "_", " " ) .. " repaired all vehicles. ***", root, 0, 255, 153 ) end, true ) addCommandHandler( { "fillvehicle", "fuelvehicle", "refillvehicle" }, function( player, commandName, otherPlayer ) if otherPlayer then target, targetName = exports.players:getFromName( player, otherPlayer ) else target = player targetName = getPlayerName( player ):gsub( "_", " " ) end if target then local vehicle = getPedOccupiedVehicle( target ) if vehicle then local data = vehicles[ vehicle ] if doesVehicleHaveFuel( vehicle ) and data then data.fuel = 100 setElementData( vehicle, "fuel", data.fuel ) outputChatBox( "Your vehicle has been refilled by " .. getPlayerName( player ):gsub( "_", " " ) .. ".", target, 0, 255, 153 ) if player ~= target then outputChatBox( "You refilled " .. targetName .. "'s vehicle.", player, 0, 255, 153 ) end else outputChatBox( targetName .. " has no vehicle with fuel.", player, 255, 0, 0 ) end else outputChatBox( targetName .. " is not in a vehicle.", player, 255, 0, 0 ) end end end, true ) addCommandHandler( { "fillvehicles", "fuelvehicles", "refillvehicles" }, function( player, commandName ) for vehicle, data in pairs( vehicles ) do if doesVehicleHaveFuel( vehicle ) and getElementData( vehicle, "fuel" ) < 100 then data.fuel = 100 setElementData( vehicle, "fuel", data.fuel ) end end outputChatBox( "*** " .. getPlayerName( player ):gsub( "_", " " ) .. " refilled all vehicles. ***", root, 0, 255, 153 ) end, true ) addCommandHandler( "respawnvehicle", function( player, commandName, vehicleID ) vehicleID = tonumber( vehicleID ) if vehicleID then local vehicle = vehicleIDs[ vehicleID ] if vehicle then if vehicleID < 0 then fixVehicle( vehicle ) if isVehicleDamageProof( vehicle ) then setVehicleDamageProof( vehicle, false ) end else respawnVehicle( vehicle ) saveVehicle( vehicle ) end outputChatBox( "You respawned vehicle " .. vehicleID .. " (" .. getVehicleName( vehicle ) .. ").", player, 0, 255, 153 ) else outputChatBox( "Vehicle not found.", player, 255, 0, 0 ) end else outputChatBox( "Syntax: /" .. commandName .. " [id]", player, 255, 255, 255 ) end end, true ) addCommandHandler( "respawnvehicles", function( player, commandName ) for vehicle, data in pairs( vehicles ) do if isVehicleEmpty( vehicle ) then if data.vehicleID < 0 then -- delete empty temp. vehicles vehicleIDs[ data.vehicleID ] = nil vehicles[ vehicle ] = nil destroyElement( vehicle ) else respawnVehicle( vehicle ) end end end if getResourceState( getResourceFromName( "vehicle-shop" ) ) == "running" then for key, value in ipairs( getElementsByType( "vehicle", getResourceRootElement( getResourceFromName( "vehicle-shop" ) ) ) ) do respawnVehicle( value ) end end outputChatBox( "*** " .. getPlayerName( player ):gsub( "_", " " ) .. " respawned all vehicles. ***", root, 0, 255, 153 ) exports.server:message( "%C03[" .. exports.players:getID( player ) .. "] " .. getPlayerName( player ):gsub( "_", " " ) .. " respawned all vehicles.%C" ) end, true ) addCommandHandler( "blowvehicles", function( player, commandName ) for vehicle, data in pairs( vehicles ) do if isVehicleEmpty( vehicle ) then if data.vehicleID < 0 then -- delete empty temp. vehicles vehicleIDs[ data.vehicleID ] = nil vehicles[ vehicle ] = nil destroyElement( vehicle ) else blowVehicle( vehicle, true ) end end end if getResourceState( getResourceFromName( "vehicle-shop" ) ) == "running" then for key, value in ipairs( getElementsByType( "vehicle", getResourceRootElement( getResourceFromName( "vehicle-shop" ) ) ) ) do respawnVehicle( value ) end end outputChatBox( "*** " .. getPlayerName( player ):gsub( "_", " " ) .. " blew up all vehicles. ***", root, 0, 255, 153 ) end ) addCommandHandler( "park", function( player, commandName ) local vehicle = getPedOccupiedVehicle( player ) if vehicle then local data = vehicles[ vehicle ] if data then if data.vehicleID < 0 then outputChatBox( "Your temporary vehicle " .. data.vehicleID .. " (" .. getVehicleName( vehicle ) .. ") can't be parked.", player, 255, 0, 0 ) elseif ( data.characterID > 0 and exports.players:getCharacterID( player ) == data.characterID or exports.factions:isPlayerInFaction( player, -data.characterID, 1 ) ) or hasObjectPermissionTo( player, "command.createvehicle", false ) then local x, y, z = getElementPosition( vehicle ) local rx, ry, rz = getVehicleRotation( vehicle ) local success, error = exports.sql:query_free( "UPDATE vehicles SET respawnPosX = " .. x .. ", respawnPosY = " .. y .. ", respawnPosZ = " .. z .. ", respawnRotX = " .. rx .. ", respawnRotY = " .. ry .. ", respawnRotZ = " .. rz .. ", respawnInterior = " .. getElementInterior( vehicle ) .. ", respawnDimension = " .. getElementDimension( vehicle ) .. " WHERE vehicleID = " .. data.vehicleID ) if success then setVehicleRespawnPosition( vehicle, x, y, z, rx, ry, rz ) data.respawnInterior = getElementInterior( vehicle ) data.respawnDimension = getElementDimension( vehicle ) saveVehicle( vehicle ) outputChatBox( "Vehicle " .. data.vehicleID .. " (" .. getVehicleName( vehicle ) .. ") has been parked.", player, 0, 255, 0 ) else outputChatBox( "Parking Vehicle failed.", player, 255, 0, 0 ) end else outputChatBox( "You cannot park this vehicle.", player, 255, 0, 0 ) end end else outputChatBox( "You aren't driving a vehicle.", player, 255, 0, 0 ) end end ) addCommandHandler( "getvehicle", function( player, commandName, vehicleID ) vehicleID = tonumber( vehicleID ) if vehicleID then local vehicle = vehicleIDs[ vehicleID ] if vehicle then local x, y, z, rz = getPositionInFrontOf( player ) setElementPosition( vehicle, x, y, z ) setElementDimension( vehicle, getElementDimension( player ) ) setElementInterior( vehicle, getElementInterior( player ) ) setVehicleRotation( vehicle, 0, 0, rz ) outputChatBox( "You teleported vehicle " .. vehicleID .. " (" .. getVehicleName( vehicle ) .. ") to you.", player, 0, 255, 153 ) -- save the vehicle delayed since it might fall down/position might be adjusted to ground position if vehicleID > 0 then setTimer( saveVehicle, 2000, 1, vehicle ) end else outputChatBox( "Vehicle not found.", player, 255, 0, 0 ) end else outputChatBox( "Syntax: /" .. commandName .. " [id]", player, 255, 255, 255 ) end end, true ) addCommandHandler( "gotovehicle", function( player, commandName, vehicleID ) vehicleID = tonumber( vehicleID ) if vehicleID then local vehicle = vehicleIDs[ vehicleID ] if vehicle then setElementPosition( player, getPositionInFrontOf( vehicle, nil, 180 ) ) setElementDimension( player, getElementDimension( vehicle ) ) setElementInterior( player, getElementInterior( vehicle ) ) outputChatBox( "You teleported to vehicle " .. vehicleID .. " (" .. getVehicleName( vehicle ) .. ").", player, 0, 255, 153 ) -- save the vehicle delayed since it might fall down/position might be adjusted to ground position if vehicleID > 0 then setTimer( saveVehicle, 2000, 1, vehicle ) end else outputChatBox( "Vehicle not found.", player, 255, 0, 0 ) end else outputChatBox( "Syntax: /" .. commandName .. " [id]", player, 255, 255, 255 ) end end, true ) addCommandHandler( { "vehicleid", "thisvehicle" }, function( player, commandName ) local vehicle = getPedOccupiedVehicle( player ) if vehicle then local vehicleID = vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID if vehicleID then outputChatBox( "The ID of this " .. getVehicleName( vehicle ) .. " is " .. vehicleID .. ".", player, 0, 255, 0 ) else outputChatBox( "This " .. getVehicleName( vehicle ) .. " has no ID.", player, 255, 0, 0 ) end else outputChatBox( "You are not in any vehicle.", player, 255, 0, 0 ) end end ) function vehid( vehicle ) if vehicle then local vehicleID = vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID if vehicleID then return vehicleID else return false end end end addCommandHandler( "aflip", function( player, commandName ) local vehicle = getPedOccupiedVehicle( player ) local vehicleID = vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID if vehicleID then local vehicle = vehicleIDs[ vehicleID ] if vehicle then local x, y, z, rz = getPositionInFrontOf( player ) setElementPosition( vehicle, x, y, z ) setElementDimension( vehicle, getElementDimension( player ) ) setElementInterior( vehicle, getElementInterior( player ) ) setVehicleRotation( vehicle, 0, 0, rz ) outputChatBox( "Vehicle Flipped!", player, 0, 255, 153 ) -- save the vehicle delayed since it might fall down/position might be adjusted to ground position if vehicleID > 0 then setTimer( saveVehicle, 2000, 1, vehicle ) end else outputChatBox( "You are not in a vehicle", player, 255, 0, 0 ) end else outputChatBox( "Syntax: /" .. commandName .. " [id]", player, 255, 255, 255 ) end end, true ) addCommandHandler( { "oldvehicleid", "oldvehicle" }, function( player, commandName ) local vehicle = p[ player ] and p[ player ].oldVehicle if vehicle and isElement( vehicle ) then local vehicleID = vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID if vehicleID then outputChatBox( "The ID of your old " .. getVehicleName( vehicle ) .. " is " .. vehicleID .. ".", player, 0, 255, 0 ) else outputChatBox( "This " .. getVehicleName( vehicle ) .. " has no ID.", player, 255, 0, 0 ) end else outputChatBox( "You haven't been in any vehicle.", player, 255, 0, 0 ) end end ) addCommandHandler( "setwindowstinted", function( player, commandName, other, state ) local state = tonumber( state ) if other and state then local other, name = exports.players:getFromName( player, other ) if other then local vehicle = getPedOccupiedVehicle( other ) if vehicle then local data = vehicles[ vehicle ] if data then if state ~= 1 then state = 0 end if data.vehicleID < 0 or exports.sql:query_free( "UPDATE vehicles SET tintedWindows = " .. state .. " WHERE vehicleID = " .. data.vehicleID ) then data.tintedWindows = state == 1 outputChatBox( "Tinted windows are now " .. ( data.tintedWindows and "enabled" or "disabled" ) .. ".", player, 0, 255, 153 ) for i = 0, getVehicleMaxPassengers( vehicle ) do local p = getVehicleOccupant( vehicle, i ) if p then exports.players:updateNametag( p ) end end else outputChatBox( "MySQL Query failed.", player, 255, 0, 0 ) end else outputChatBox( "Vehicle Error.", player, 255, 0, 0 ) end else outputChatBox( name .. " isn't driving a vehicle.", player, 255, 0, 0 ) end end else outputChatBox( "Syntax: /" .. commandName .. " [player] [1 = on, 0 = off]", player, 255, 255, 255 ) end end, true ) addCommandHandler( { "setvehiclecolor", "setcolor" }, function( player, commandName, other, color1, color2 ) local color1 = tonumber( color1 ) local color2 = tonumber( color2 ) or color1 if other and color1 and color2 and color1 >= 0 and color1 <= 255 and color2 >= 0 and color2 <= 255 then local other, name = exports.players:getFromName( player, other ) if other then local vehicle = getPedOccupiedVehicle( other ) if vehicle then local data = vehicles[ vehicle ] if data then if data.vehicleID < 0 or exports.sql:query_free( "UPDATE vehicles SET color1 = " .. color1 .. ", color2 = " .. color2 .. " WHERE vehicleID = " .. data.vehicleID ) then setVehicleColor( vehicle, color1, color2, color1, color2 ) outputChatBox( "Changed the color of " .. name .. "'s " .. getVehicleName( vehicle ) .. ".", player, 0, 255, 153 ) else outputChatBox( "MySQL Query failed.", player, 255, 0, 0 ) end else outputChatBox( "Vehicle Error.", player, 255, 0, 0 ) end else outputChatBox( name .. " isn't driving a vehicle.", player, 255, 0, 0 ) end end else outputChatBox( "Syntax: /" .. commandName .. " [player] [color 1] [color 2]", player, 255, 255, 255 ) end end, true ) addCommandHandler( "setvehiclefaction", function( player, commandName, other, faction ) local faction = tonumber( faction ) if other and faction and ( faction == 0 or exports.factions:getFactionName( faction ) ) then local other, name = exports.players:getFromName( player, other ) if other then local vehicle = getPedOccupiedVehicle( other ) if vehicle then local data = vehicles[ vehicle ] if data then if data.vehicleID > 0 then if data.characterID <= 0 then if exports.sql:query_free( "UPDATE vehicles SET characterID = " .. -faction .. " WHERE vehicleID = " .. data.vehicleID ) then data.characterID = -faction outputChatBox( name .. "'s " .. getVehicleName( vehicle ) .. " does now belong to " .. ( faction == 0 and "no faction" or exports.factions:getFactionName( faction ) ) .. ".", player, 0, 255, 153 ) else outputChatBox( "MySQL Query failed.", player, 255, 0, 0 ) end else outputChatBox( "This is no civilian/faction vehicle.", player, 255, 0, 0 ) end end else outputChatBox( "Vehicle Error.", player, 255, 0, 0 ) end else outputChatBox( name .. " isn't driving a vehicle.", player, 255, 0, 0 ) end end else outputChatBox( "Syntax: /" .. commandName .. " [player] [faction or 0 for no faction]", player, 255, 255, 255 ) end end, true ) -- function saveVehicle( vehicle ) if vehicle then local data = vehicles[ vehicle ] if data and data.vehicleID > 0 then local x, y, z = getElementPosition( vehicle ) local rx, ry, rz = getVehicleRotation( vehicle ) local success, error = exports.sql:query_free( "UPDATE vehicles SET posX = " .. x .. ", posY = " .. y .. ", posZ = " .. z .. ", rotX = " .. rx .. ", rotY = " .. ry .. ", rotZ = " .. rz .. ", health = " .. math.min( 1000, math.ceil( getElementHealth( vehicle ) ) ) .. ", interior = " .. getElementInterior( vehicle ) .. ", dimension = " .. getElementDimension( vehicle ) .. ", fuel = " .. data.fuel .. " WHERE vehicleID = " .. data.vehicleID ) if error then outputDebugString( error ) end end end end addEventHandler( "onVehicleExit", root, function( player ) saveVehicle( source ) if hasTintedWindows( source ) then exports.players:updateNametag( player ) end end ) setTimer( function( ) -- save all vehicles for vehicle in pairs( vehicles ) do saveVehicle( vehicle ) end end, 60000, 0 ) addEventHandler( "onResourceStop", resourceRoot, function( ) -- save all occupied vehicles on resource start local occupiedVehicles = { } for _, value in ipairs( getElementsByType( "player" ) ) do local vehicle = getPedOccupiedVehicle( value ) if vehicle then occupiedVehicles[ vehicle ] = true end end for vehicle in pairs( occupiedVehicles ) do saveVehicle( vehicle ) end -- we won't have any vehicles left, but show no message in onElementDestroy vehicles = { } vehicleIDs = { } end ) addEventHandler( "onVehicleRespawn", resourceRoot, function( ) local data = vehicles[ source ] if data and data.vehicleID > 0 then setElementInterior( source, data.respawnInterior ) setElementDimension( source, data.respawnDimension ) saveVehicle( source ) end end ) addEventHandler( "onPlayerJoin", root, function( ) bindKey( source, "k", "down", "lockvehicle" ) bindKey( source, "j", "down", "toggleengine" ) bindKey( source, "l", "down", "togglelights" ) end ) addEventHandler( "onPlayerQuit", root, function( ) local vehicle = getPedOccupiedVehicle( source ) if vehicle then saveVehicle( vehicle ) end p[ source ] = nil end ) addEventHandler( "onElementDestroy", resourceRoot, function( ) if vehicles[ source ] then outputDebugString( "Deleted vehicle ID " .. vehicles[ source ].vehicleID .. " (" .. getVehicleName( source ) .. "), even though it's still referenced. Removing references...", 2 ) vehicleIDs[ vehicles[ source ].vehicleID ] = nil vehicles[ source ] = nil end end ) addEventHandler( "onVehicleStartEnter", resourceRoot, function( player ) if isVehicleLocked( source ) and vehiclesIgnoringLocked[ getElementModel( source ) ] then cancelEvent( ) outputChatBox( "(( This " .. getVehicleName( source ) .. " is locked. ))", player, 255, 0, 0 ) end if isVehicleLocked( source ) then if hasObjectPermissionTo( player, "function.kickPlayer", false ) then setVehicleLocked ( source, false ) outputChatBox( "(( This " .. getVehicleName( source ) .. " is unlocked by an admin key. ))", player, 0, 255, 0 ) setElementData( source, "waslocked", true ) end end if isVehicleLocked( source ) then if exports.factions:isPlayerInFaction( value, 9 ) then setVehicleLocked ( source, false ) outputChatBox( "(( This " .. getVehicleName( source ) .. " is unlocked by Edd's special key. ))", player, 0, 255, 0 ) setElementData( source, "waslocked", true ) end end end ) addEventHandler( "onVehicleEnter", resourceRoot, function( player ) if isVehicleLocked( source ) then cancelEvent( ) removePedFromVehicle( player ) outputChatBox( "(( This " .. getVehicleName( source ) .. " is locked. ))", player, 255, 0, 0 ) else local data = vehicles[ source ] if data then if data.characterID > 0 then local name = exports.players:getCharacterName( data.characterID ) if name then outputChatBox( "(( This " .. getVehicleName( source ) .. " belongs to " .. name .. ". ))", player, 255, 204, 0 ) else outputDebugString( "Vehicle " .. data.vehicleID .. " (" .. getVehicleName( source ) .. ") has an invalid owner.", 2 ) end elseif data.characterID < 0 then outputChatBox( "(( This " .. getVehicleName( source ) .. " belongs to " .. tostring( exports.factions:getFactionName( -data.characterID ) ) .. ". ))", player, 255, 204, 0 ) end if not p[ player ] then p[ player ] = { } end p[ player ].vehicle = source setVehicleEngineState( source, not doesVehicleHaveEngine( source ) or data.engineState ) if hasTintedWindows( source ) then exports.players:updateNametag( player ) end end end end ) addEventHandler( "onVehicleStartExit", resourceRoot, function( player ) if isVehicleLocked( source ) then cancelEvent( ) outputChatBox( "(( The door is locked. ))", player, 255, 0, 0 ) else p[ player ].oldVehicle = p[ player ].vehicle p[ player ].vehicle = nil if getElementData( source, "waslocked" ) then setVehicleLocked ( source, true ) setElementData( source, "waslocked", false ) outputChatBox( "(( The " .. getVehicleName( source ) .. " is locked again. ))", player, 0, 255, 0 ) end end end ) addEventHandler( "onVehicleExit", resourceRoot, function( player ) if p[ source ] then p[ source ].vehicle = nil end end ) addEventHandler( "onPlayerWasted", root, function( ) if p[ source ] then p[ source ].vehicle = nil end end ) -- local function lockVehicle( player, vehicle, driver ) local vehicleID = vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID if vehicleID and ( vehicleID < 0 or exports.sql:query_free( "UPDATE vehicles SET locked = 1 - locked WHERE vehicleID = " .. vehicleID ) ) then if driver then exports.chat:me( player, ( isVehicleLocked( vehicle ) and "un" or "" ) .. "locks the vehicle doors." ) else exports.chat:me( player, "presses on the key to " .. ( isVehicleLocked( vehicle ) and "un" or "" ) .. "lock the " .. getVehicleName( vehicle ) .. "." ) end setVehicleLocked( vehicle, not isVehicleLocked( vehicle ) ) return true end return false end addCommandHandler( "lockvehicle", function( player, commandName ) if exports.players:isLoggedIn( player ) then if getElementData( player, "interiorMarker" ) then return end if isPedEnteringVehicle( player ) then return end local vehicle = getPedOccupiedVehicle( player ) local vehicleID = vehicle and vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID if vehicleID then local driver = getVehicleOccupant( vehicle ) == player if driver or exports.items:has( player, 1, vehicleID ) or driver then lockVehicle( player, vehicle, driver ) end else local dimension = getElementDimension( player ) local minDistance = 20 local vehicle = nil local x, y, z = getElementPosition( player ) for key, value in pairs( vehicles ) do if dimension == getElementDimension( key ) then local distance = getDistanceBetweenPoints3D( x, y, z, getElementPosition( key ) ) if distance < minDistance then if exports.items:has( player, 1, value.vehicleID ) or ( value.characterID < 0 and exports.factions:isPlayerInFaction( player, -value.characterID ) ) then minDistance = distance vehicle = key end end end end if vehicle then lockVehicle( player, vehicle ) end end end end ) addCommandHandler( "toggleengine", function( player, commandName ) if exports.players:isLoggedIn( player ) then local vehicle = getPedOccupiedVehicle( player ) if vehicle and getVehicleOccupant( vehicle ) == player and doesVehicleHaveEngine( vehicle ) then local data = vehicles[ vehicle ] if data then if data.vehicleID < 0 or exports.sql:query_free( "UPDATE vehicles SET engineState = 1 - engineState WHERE vehicleID = " .. data.vehicleID ) then if math.floor( getElementHealth( vehicle ) + 0.5 ) > 301 then setVehicleEngineState( vehicle, not data.engineState ) data.engineState = not data.engineState else outputChatBox( "(( The engine is broken. ))", player, 255, 0, 0 ) end end end end end end ) addCommandHandler( "togglelights", function( player, commandName ) if exports.players:isLoggedIn( player ) then local vehicle = getPedOccupiedVehicle( player ) if vehicle and getVehicleOccupant( vehicle ) == player then local data = vehicles[ vehicle ] if data then if data.vehicleID < 0 or exports.sql:query_free( "UPDATE vehicles SET lightsState = 1 - lightsState WHERE vehicleID = " .. data.vehicleID ) then setVehicleOverrideLights( vehicle, getVehicleOverrideLights( vehicle ) == 2 and 1 or 2 ) end end end end end ) function getVehicle( vehicleID ) return vehicleIDs[ vehicleID ] or false end function getOwner( vehicle ) if vehicles[ vehicle ] then local owner = vehicles[ vehicle ].characterID return owner ~= 0 and owner or false -- false is in that case civilian end end function hasTintedWindows( vehicle ) return vehicles[ vehicle ] and vehicles[ vehicle ].tintedWindows or false end function toggleLock( player, vehicle ) return getElementType( player ) == "player" and isElement( vehicle ) and lockVehicle( player, vehicle, false ) or false end -- local tempIDCounter = 0 addCommandHandler( { "temporaryvehicle", "tempvehicle", "vehicle" }, function( player, commandName, ... ) model = table.concat( { ... }, " " ) model = getVehicleModelFromName( model ) or tonumber( model ) if model then local x, y, z, rz = getPositionInFrontOf( player ) local vehicle = createVehicle( model, x, y, z, 0, 0, rz ) if vehicle then tempIDCounter = tempIDCounter - 1 local vehicleID = tempIDCounter -- tables for ID -> vehicle and vehicle -> data vehicleIDs[ vehicleID ] = vehicle vehicles[ vehicle ] = { vehicleID = vehicleID, characterID = 0, engineState = true, tintedWindows = false, fuel = 100 } -- some properties setElementInterior( vehicle, getElementInterior( player ) ) setElementDimension( vehicle, getElementDimension( player ) ) setVehicleEngineState( vehicle, true ) setVehicleOverrideLights( vehicle, 1 ) setElementData( vehicle, "fuel", 100 ) -- success message outputChatBox( "Created " .. getVehicleName( vehicle ) .. " (ID " .. vehicleID .. ")", player, 0, 255, 0 ) else outputChatBox( "Invalid Vehicle Model.", player, 255, 0, 0 ) end else outputChatBox( "Syntax: /" .. commandName .. " [model]", player, 255, 255, 255 ) end end, true ) -- function increaseFuel( vehicle, amount ) local data = vehicles[ vehicle ] if data and doesVehicleHaveFuel( vehicle ) then if data.fuel + amount <= 100 then data.fuel = data.fuel + amount setElementData( vehicle, "fuel", math.floor( data.fuel + 0.5 ) ) end end end -- addEventHandler( "onVehicleDamage", root, function( loss ) if getElementHealth( source ) <= 301 then setElementHealth( source, 300 ) setVehicleDamageProof( source, true ) setVehicleEngineState( source, false ) if getVehicleOccupant( source ) then outputChatBox( "(( Your engine broke down. ))", getVehicleOccupant( source ), 255, 204, 0 ) end end end ) addEventHandler( "onVehicleRespawn", root, function( ) setVehicleDamageProof( source, false ) end ) addEventHandler( "onVehicleEnter", root, function( ) if isVehicleDamageProof( source ) and math.floor( getElementHealth( source ) + 0.5 ) > 301 then setVehicleDamageProof( source, false ) end end ) if setTrafficLightState and getTrafficLightState then setTimer( function() setTrafficLightState( getTrafficLightState() == 9 and 6 or 9 ) end, 500, 0 ) end --Parking Markers local pMarker1 = createMarker( -1829.49, 1289.53, 31.00, 'cylinder', 2, 0, 255, 0, 50 ) local pMarker2 = createMarker( -1823.58, 1291.23, 31.00, 'cylinder', 2, 0, 255, 0, 50 ) local pMarker3 = createMarker( -1817.13, 1292.18, 31.00, 'cylinder', 2, 0, 255, 0, 50 ) local pMarker4 = createMarker( -1811.13, 1292.86, 31.00, 'cylinder', 2, 0, 255, 0, 50 ) local pMarker5 = createMarker( -1804.69, 1293.12, 31.00, 'cylinder', 2, 0, 255, 0, 50 ) local pMarker6 = createMarker( -1799.01, 1292.26, 31.00, 'cylinder', 2, 0, 255, 0, 50 ) function pMarkerHit1( hitElement, matchingDimension ) if getElementType( hitElement ) == "vehicle" then local data = vehicles[ hitElement ] if data then if data.vehicleID > 0 then local x, y, z = getElementPosition( hitElement ) local rx, ry, rz = getVehicleRotation( hitElement ) local success, error = exports.sql:query_free( "UPDATE vehicles SET respawnPosX = " .. x .. ", respawnPosY = " .. y .. ", respawnPosZ = " .. z .. ", respawnRotX = " .. rx .. ", respawnRotY = " .. ry .. ", respawnRotZ = " .. rz .. ", respawnInterior = " .. getElementInterior( hitElement ) .. ", respawnDimension = " .. getElementDimension( hitElement ) .. " WHERE vehicleID = " .. data.vehicleID ) if success then setVehicleRespawnPosition( hitElement, x, y, z, rx, ry, rz ) end end end end end addEventHandler( "onMarkerHit", pMarker1, pMarkerHit1 ) addEventHandler( "onMarkerHit", pMarker2, pMarkerHit1 ) addEventHandler( "onMarkerHit", pMarker3, pMarkerHit1 ) addEventHandler( "onMarkerHit", pMarker4, pMarkerHit1 ) addEventHandler( "onMarkerHit", pMarker5, pMarkerHit1 ) addEventHandler( "onMarkerHit", pMarker6, pMarkerHit1 ) --Gate for the Towing Place gate1 = createObject ( 2990, -1808.45, 1288.62, 15.80, 0, 0, 0 ) gate2 = createObject ( 2990, -1818.38, 1288.62, 15.80, 0, 0, 0 ) function gatec() moveObject ( gate1, 3000, -1808.45, 1288.62, 15.80 ) moveObject ( gate2, 3000, -1818.38, 1288.62, 15.80 ) end function gateo(thePlayer, command) if exports.factions:isPlayerInFaction( thePlayer, 9 ) then outputChatBox("Edd's Towing Gate is opening.",thePlayer) moveObject ( gate1, 3000, -1808.45, 1288.62, 9.30) moveObject ( gate2, 3000, -1818.38, 1288.62, 9.30) setTimer (gatec, 5000, 1) end end addCommandHandler("ets", gateo) addCommandHandler( { "setowner", "setvehicleowner" }, function( player, commandName, otherPlayer ) if exports.players:isLoggedIn( player ) and hasObjectPermissionTo( player, "command.createvehicle", false ) then local vehicle = getPedOccupiedVehicle( player ) if vehicle and getVehicleOccupant( vehicle ) == player then local other, name = exports.players:getFromName( player, otherPlayer ) local vehicleID = vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID local data = vehicles[ vehicle ] local characterID = exports.players:getCharacterID( other ) local characterID = tonumber(characterID) if other and vehicleID then if data.vehicleID < 0 then outputChatBox( "(( This is a temporary vehicle!!. ))", player, 255, 204, 0 ) else exports.sql:query_free( "UPDATE vehicles SET characterID = " .. characterID .. " WHERE vehicleID = " .. vehicleID ) exports.items:give( other, 1, vehicleID ) data.characterID = characterID outputChatBox( "The " .. getVehicleName( vehicle ) .. " does now belong to " ..getPlayerName( other ):gsub( "_", " " ).. ".", player, 0, 255, 153 ) end end end end end ) addCommandHandler( { "takenos", "takenitro" }, function( player, commandName ) if exports.players:isLoggedIn( player ) and (hasObjectPermissionTo( player, "command.createvehicle", false ) or exports.factions:isPlayerInFaction( player, 9 )) then local vehicle = getPedOccupiedVehicle( player ) if vehicle and getVehicleOccupant( vehicle ) == player then local vehicleID = vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID local data = vehicles[ vehicle ] if vehicleID then if data.vehicleID < 0 then outputChatBox( "(( This is a temporary vehicle!!. ))", player, 255, 204, 0 ) else exports.sql:query_free( "UPDATE vehicles SET upgrade8 = 0 WHERE vehicleID = " .. vehicleID ) removeVehicleUpgrade ( vehicle, 1010 ) data.upgrade8 = 0 outputChatBox( "The " .. getVehicleName( vehicle ) .. " now has no nitro anymore.", player, 0, 255, 153 ) end end end end end ) addCommandHandler( "sell", function( thePlayer, commandName, otherPlayer ) if exports.players:isLoggedIn( thePlayer ) then local vehicle = getPedOccupiedVehicle( thePlayer ) local vehicleID = vehicles[ vehicle ] and vehicles[ vehicle ].vehicleID local data = vehicles[ vehicle ] if otherPlayer and vehicleID and math.ceil( vehicleID ) == vehicleID and vehicleID > 0 then local other, name = exports.players:getFromName( thePlayer, otherPlayer ) local playerID = exports.players:getCharacterID( thePlayer ) if other then if thePlayer ~= other then local otherID = exports.players:getCharacterID( other ) local x, y, z = getElementPosition( thePlayer ) if getDistanceBetweenPoints3D( x, y, z, getElementPosition( other ) ) < 25 then local owner = exports.vehicles:getOwner( vehicle ) local ownername = exports.players:getCharacterName( owner ) if(owner == playerID) then exports.sql:query_free( "UPDATE vehicles SET characterID = " .. otherID .. " WHERE vehicleID = " .. vehicleID ) local slot = exports.sql:query_free( "SELECT index FROM items WHERE value = " .. vehicleID ) local slot = tonumber(slot) exports.items:takeid( thePlayer, 1, vehicleID ) exports.items:give( other, 1, vehicleID ) data.characterID = otherID outputChatBox( "You sold this " .. getVehicleName( vehicle ) .. " to " .. name .. ".", thePlayer, 0, 255, 0 ) outputChatBox( getPlayerName( thePlayer ):gsub( "_", " " ) .. " sold you a " .. getVehicleName( vehicle ) .. ".", other, 0, 255, 0 ) else outputChatBox( "You are not the owner of the vehicle.", thePlayer, 255, 0, 0 ) end else outputChatBox( "You are too far away from " .. name .. ".", thePlayer, 255, 0, 0 ) end else outputChatBox( "You already own this vehicle.", thePlayer, 255, 0, 0 ) end end else end end end)
  2. Good morning, could someone help me resolve this "WARNING"? I did some research and discovered that it is generated because the code is long, try modifying the file "vehicle.Lua" so that it is not long. but I still have that "WARNING", would someone be so kind to solve it? I'm pretty tired of researching and finding nothing [2020-03-17 19:41:16] vehicles restarted successfully [2020-03-17 19:42:19] WARNING: Long execution (vehicles) [2020-03-17 19:43:19] WARNING: Long execution (vehicles) [2020-03-17 19:44:19] WARNING: Long execution (vehicles) [2020-03-17 19:45:21] WARNING: Long execution (vehicles) [2020-03-17 19:46:20] WARNING: Long execution (vehicles) [2020-03-17 19:47:20] WARNING: Long execution (vehicles) [2020-03-17 19:47:27] WARNING: Long execution (vehicles) [2020-03-17 19:48:19] WARNING: Long execution (vehicles) [2020-03-17 19:49:20] WARNING: Long execution (vehicles) [2020-03-17 19:50:24] WARNING: Long execution (vehicles) [2020-03-17 19:50:31] WARNING: Long execution (vehicles) [2020-03-17 19:51:21] WARNING: Long execution (vehicles) [2020-03-17 19:51:30] WARNING: Long execution (vehicles) [2020-03-17 19:52:19] WARNING: Long execution (vehicles) [2020-03-17 19:53:20] WARNING: Long execution (vehicles) [2020-03-17 19:54:20] WARNING: Long execution (vehicles)
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