Vehicle Persistence | Cars That Stay

Owned vehicles stay where their driver left them, with mods, fuel and damage, through disconnects and restarts. Hundreds of saved cars without a crowded map, a GPS item to find yours, a scanner that lets a thief rip the tracker out, and a staff panel over the whole fleet.

Status
New
World
Compatible With
ESXQBCoreQboxStandalone
Requirements
ml_bridgeox_liboxmysql
Price39.99One-time purchase

Overview

A parked car is still there tomorrow. Owned vehicles are saved where their driver left them, with mods, colours, livery, fuel and damage, and they come back after a disconnect, a crash or a restart. Cars, bikes, boats, helicopters, planes and trailers all qualify, and each type can be switched off on its own.

They are not all standing in the world at once. Saved vehicles wait in memory and only appear when someone comes near, then leave again when everyone walks away. That is what lets a server keep hundreds of them without turning the map into a parking lot or costing anyone frames.

On a survival server one switch makes the world claimable: the first player to sit in the driver seat of an unowned car owns it from then on, and it starts saving. Scripts that spawn temporary vehicles opt theirs out with a single export, so mission, rental and event cars are never adopted by mistake. Every owner gets a set number of parking slots. They are warned when one slot is left, and at the limit the next car is simply not saved: nothing already parked is thrown away to make room.

Damage is part of what is saved, and it is read while the car sits there, so a vehicle that blows up in a car park with nobody inside is a wreck in the records too. A burnt-out car comes back as a wreck, dead engine, flat tyres and hanging doors included, or drops out of persistence for good, whichever you prefer. Turn decay on and parked vehicles lose body and engine health for every day their owner stays away. Housekeeping prunes wrecks, cars under the map and anything left in the zones you mark, on the days and hours you set, and leaves protected plates, models and sanctuary zones alone. Vehicles whose owner has not logged in for weeks go to the impound with a daily fee, or get deleted.

Players get a GPS item that lists their vehicles by distance, marks one on the map, and shows the ones sitting in a garage as well. A parked list, opened by command or from a papers item, shows plates, models and slots in use. A thief carries a scanner: held in hand, its screen fills bar by bar and the beep quickens the closer they get to a tracked car, and anyone standing nearby hears it. Held long enough, the tracker comes out. The owner GPS then freezes on the last place the car was seen, marked as tampered, until a new module is fitted to the one they recover.

With Micio base building running, a vehicle parked inside a base is linked to it: cleanup, decay and orphan removal skip it, it cannot be stored away while the base is under raid, and crew members with driving rights see it on their own GPS.

Staff get a panel over the whole fleet: every saved vehicle as cards or rows with search, sort and filters, a map that plots them by type with a detail card, and on each car a waypoint, teleport, repair, fuel and damage edits, a temporary despawn or a permanent removal. The whole thing pauses during an event. Every setting is edited from the panel, applies on the spot, survives the restart, and resets back to the file in one click. When Fuel and Mechanic are running, the same vehicle card shows fuel type, tank upgrades, wear and odometer, and staff convert fuel, fit upgrades and repair parts without leaving it. A doctor cross-checks the records the vehicle scripts keep and points at leftovers: locks without a car, plates written two ways, links to a base that no longer exists.

It sits next to any garage, tow, mechanic or impound script: storing a car, an admin delete or a tow all do what everyone already expects, and open hooks cover the exotic ones. Exports let your other scripts mark a car as never saved, claim or hand a vehicle to another player, wipe a dead character fleet for permadeath, or read where any saved car is. Every park, claim, restore, removal, impound, tamper and staff action can post to Discord, and four console commands cover the count, a removal, a clear by radius and a forced save from txAdmin when nobody is in game.

Runs on ESX, QBCore, Qbox or standalone through ml_bridge, with the inventory you already use for the GPS, scanner and module items.

What to expect

  • Owned vehicles stay where they were parked, with mods, fuel and damage, through restarts
  • Saved cars only exist in the world while a player is near, so hundreds cost nothing
  • First driver to sit in an unowned car keeps it, with parking slots per player
  • Wrecks come back as wrecks or leave for good, and parked cars can rot while the owner is away
  • A GPS item finds your cars, a scanner lets a thief rip the tracker out
  • Cleanup on a schedule: wrecks, cars under the map, marked zones, absent owners to the impound
  • Vehicles parked in a base are protected and cannot be stored while it is raided
  • Staff panel with fleet list, live map, repair, fuel and damage edits, and live settings
  • The same panel reaches into Fuel and Mechanic, with a doctor that spots leftover data
  • Works next to any garage or tow script, at 0.00ms idle in resmon

Key Features

Park Anywhere, Come Back To It

Owned vehicles stay exactly where they were left, through disconnects and restarts, with their mods, colours, fuel and damage as they were. Cars, bikes, boats, helicopters, planes and trailers, each type switchable on its own.


Hundreds Of Cars, An Empty Map

A saved vehicle only exists in the world while somebody is near it. The rest wait in memory, so the size of the fleet never costs you performance.


First Driver Claims It

On a survival server the first player to sit in the driver seat of an unowned car becomes its owner for good. Mission, rental and event cars opt out with one export.


Parking Slots Per Player

Each owner gets a set number of saved vehicles. They get a heads-up when one slot is left, and at the limit the next car is simply not saved. Nothing already parked is thrown away to make room.


Wrecks Stay Wrecked

Damage is read while the car sits there, so a vehicle that blows up with nobody inside is a wreck in the records too. It comes back burnt, with the engine dead, tyres flat and doors hanging, or leaves persistence for good. Your call, one setting.


Cars Rot While You Are Away

Turn decay on and a parked vehicle loses body and engine health for every day its owner stays away, after a grace period you set and never below the floor you choose.


A GPS Item And A Parked List

The GPS item lists a player vehicles by distance, marks one on the map and shows the ones sitting in a garage. A separate list, from a command or a papers item, shows plates, models and slots in use.


A Tracker A Thief Can Pull Out

Scanner in hand, its screen fills bar by bar and the beep quickens the closer the thief gets to a tracked car, and anyone standing nearby hears it. Held long enough, the tracker comes out: the owner GPS freezes on the last known spot until they fit a new module.


Housekeeping That Runs Itself

Clear wrecks, cars under the map and vehicles left in the zones you mark, on the days and hours you choose, while protected plates, models and sanctuary zones are left alone.


Absent Owners Go To The Impound

A vehicle whose owner has not logged in for a set number of days is sent to the impound with a daily fee and a cap, or deleted outright.


Parked In A Base, Kept Safe

With Micio base building running, a vehicle parked inside a base is linked to it: cleanup, decay and orphan removal skip it, it cannot be stored away while the base is under raid, and crew with driving rights see it on their GPS.


The Whole Fleet On One Map

Staff see every saved vehicle as cards or rows, search, sort and filter it, plot it on the map by type, teleport to one, repair it, set its fuel and damage, take it off the world for now or off the list for good, or pause the whole thing during an event. Every setting changes live from the panel and resets to the file in one click.


Fuel And Mechanic On The Same Card

When Fuel and Mechanic are running, the same vehicle card shows fuel type, tank upgrades, wear and odometer, and staff convert fuel, fit upgrades and repair parts without leaving the panel.


A Doctor That Finds Leftover Data

One click cross-checks the records the vehicle scripts keep and points at what no longer lines up: locks without a car, plates written two ways, vehicles linked to a base that is gone.


Fits Around Your Garage

Storing a vehicle, an admin delete or a tow behave the way everyone expects them to, and open hooks cover the garages that do it their own way.


Nothing A Player Can Fake

Where a car is, what it is and who owns it are all taken from the vehicle on the server, so a saved car cannot be moved, renamed or stolen from the outside.


Plug It Into Your Other Scripts

Exports mark a car as never saved, claim or hand a vehicle to another player, wipe a dead character fleet for permadeath, pause persistence, or read where any saved car is.


Discord Logs For Every Move

Every park, claim, restore, removal, impound, GPS tamper and staff action can post to its own webhook, and four console commands work from txAdmin when nobody is in game.

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