Trains (The Big Daddy Version)

Trains (The Big Daddy Version)

Trains (The Big Daddy Version)

v4.0.0
Stand-Alone Compatible QBCore Compatible ESX Compatible QBox Compatible
Completely custom train system
AVAILABLE SOON
DOCUMENTATION

What is it?

A comprehensive train system for FiveM that replaces GTA’s unreliable mission-train behavior with a custom, server-controlled solution designed for modern OneSync servers.What does that mean? It means trains will sync across all clients. No more orphan/ghost train cars. Trains persist even when they go out of sight. You can have more than 10 cars in a train now.

Create freight, passenger, and metro services using configurable routes, consists, stations, schedules, and passenger positions. Trains can operate automatically or be driven by players, complete with station stops, announcements, horns, crossing control, ticket enforcement, derailments, custom audio, and a polished operator interface.

Any train can be setup to accept passengers. You control where the seats and standing positions are for passengers. No TPing to the roof anymore. Regardless of how the train car was setup, this overrides everything and keeps it working.

Everything is built around external configuration files, making it possible to support custom train models, custom tracks, new stations, and server-specific consists without hardcoding them into the script. Whatever trains models you want to use, this can use them. If you want to add custom tracks and make them work, you can.


NOTE: Because this completely bypasses the GTA mission train system and 100% manages the trains and their movement, you can expect a higher CPU hit. It's not outrageous by any means. Running on a very small and not very fast PC I found it ran between .5ms and 1.5ms mostly. Maybe some spikes to 2ms or so on occasion. I did not notice performance issues with it, in fact I felt there were less issues than with the previous version using the mission trains. I put this note here for those who insist on making a big deal over scripts using CPU to any extent, even though that's what the CPU is for. If you are one of those who say any reading over .25ms is too much, then do not buy this script. You will be unhappy. If you just want to play and are happy if performance is normal and fun, go for it.

Key Features

  • Automatic freight, passenger, and metro service
  • Player-spawned and player-driven trains
  • Configurable routes, consists, stops, dwell times, acceleration, and braking
  • Passenger boarding positions and one-use tickets
  • Metro station announcements and distance-based train audio
  • Automatic crossing horns, crossing barriers, and ambient traffic control
  • Train, station, and stop blips
  • Configurable station peds and props
  • In-game consist, stop, and passenger-position editors
  • Optional framework payments, target-system support, fare-evasion calls, and ACE permissions
  • Derailing possible
AVAILABLE SOON
DOCUMENTATION

Requirements

  • none

NOTE: SOME OF THESE SCRIPTS ARE STAND-ALONE FIVEM SCRIPTS AND SOME SUPPORT FRAMEWORKS. Please see the compatability chart at wiki.bigdaddyscripts.com for information on compatibility with frameworks and other scripts.

Changelog

Latest Updates

unreleased