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Keep game peds and traffic out of your maps, and no more kicks when saving large interiors
8cambios

Keep game peds and traffic out of your maps, and no more kicks when saving large interiors
8cambios

[02] Versión
Interiors, Architect buildings and areas cleared with the Collision Cutter now keep the game's pedestrians and cars out. Saving or building a large interior no longer kicks the player, and Corner floors, open stairs and Matrix permissions on QBCore are fixed.
Nothing to do in the database. No file was removed, and nothing in config/, custom/, client/custom/, server/custom/ or server/webhooks.lua changed.
After replacing the files, run refresh before ensure qs-mlocreator (or restart the server), so the new files are picked up.
Why peds and cars walked into your interiors. A new interior or building often stands where the original GTA map had a pavement, a car park or a driveway. The files a build replaces do not include what sends people and cars there, so the game kept spawning pedestrians, parking cars and driving traffic through the new walls.
What this version does about it. Every map you build now carries a small traffic.lua that keeps them out of its own area. It only uses the game's own switches, turns them on while a player is nearby and off again when they leave, so it costs nothing while it runs. It is standalone: if you move the map to another server without MLO Creator, it keeps working.
Where to set it. In the MLO Creator, when you finish or export an interior. In the Architect, when you build. Areas cleared with the Collision Cutter use it automatically. Each option can be turned off:
Everything is on by default. Maps you already built get it the next time you build them.
Translations. The new traffic texts are in English and Turkish; the other languages show them in English for now.
server/modules/maps/traffic.lua and data/templates/map_traffic.lua are new.fxmanifest.lua, client/modules/*, server/modules/*, server/matrix/host.lua, server/dotnet/QsMloCreator.Server.net.dll, shared/*, locales/* and web/*: replace them.The game kept sending pedestrians and cars into new interiors and buildings, because the original map still had a pavement, a car park or a road there. Every map you build now carries a small standalone script that keeps out walking peds, scenario peds and cars that pull in, parked cars, and traffic on a road the map stands on (closed up to the next junction). You can also grow the area past its edge to cover a yard or a driveway. It only works while a player is nearby and costs nothing while it runs, and it keeps working if the map is moved to a server without MLO Creator.
The options appear when you finish or export an interior in the MLO Creator and when you build in the Architect. Every option is on by default and can be turned off. Areas cleared with the Collision Cutter use the same protection automatically. Maps you already built get it on their next build.
Saving or building a big interior could kick the player with "latent event packet overflow", because the data was sent faster than the server allows. Uploads are now paced just under that limit. A large building takes a few seconds longer to send, and nobody gets kicked.
A Collision Cutter project that included an Area clear zone stopped at Build. It now builds, and the area keeps the game's peds and parked cars out like any other map.
Cells reshaped with the Corner tool could show a hole in the floor or a white triangle in the ceiling. They are now split the right way and look the same in the editor and in the game.
Steps of open stairs were only their top face, so from below or from behind you could see straight through them. Each step now has real thickness.
On frameworks such as QBCore, admins who could open the studio were turned away from every Matrix page. Matrix now accepts the same admins as the studio.
When the Server tab could not load the server's state, it stayed empty. It now shows the error.