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Server
OneSync

Serverside OneSync Functions

Functions used to get data that normally is available on the client. And functions to spawn synced entities.

GetPlayersInArea

This function gets all players in the given radius.

Arguments

  • playerId?: number
    • The server id of the player you want to get the near players from.
  • radius?: number (Default: 100)
    • The radius to search for players.
  • ignore?: table
    • A table with server id’s that should be ignored.

Returns

This function will return a table with data or an empty table if no player was found.

  • id: number
    • The id from the player.
  • ped: string
    • The ped handle of the player.
  • coords: vector3
    • The coordinates of the player.
  • dist: number
    • The distance to the player.

Example

local playersInArea = ESX.OneSync.GetPlayersInArea(1, 10.0, {
    [1] = true -- filter out player with the source 1
})
    
for i=1, #playersInArea do
    local player = playersInArea[i] 
end 

GetClosestPlayer

This function returns the closest player from the given player.

Arguments

  • playerId?: number
    • The server id of the player you want to get the closest player from.
  • radius?: number (Default: 100)
    • The radius to search for players.
  • ignore?: table
    • A table with server id’s that should be ignored.

Returns

This function will return a table with data or an empty table if no player was found.

  • id: number
    • The id from the player.
  • ped: string
    • The ped handle of the player.
  • coords: vector3
    • The coordinates of the player.
  • dist: number
    • The distance to the player.

Example

local player = ESX.OneSync.GetClosestPlayer(1, 10.0, {
    [2] = true -- filter out player with source 2
})

SpawnVehicle

This function will spawn a vehicle with the vehicle server setter, which means the vehicle will belong to the server and won’t be removed when no clients are active.

⚠️

When there is no player in a radius of 300 from the coords, the vehicle will NOT spawn. also vehicle deformation will not be synced anymore once no player is in it’s scope.

Arguments

  • model: string
    • The model name of the vehicle.
  • coords: vector3
    • The coordinates where the vehicle should spawn.
  • heading: number
    • The heading of the vehicle.
  • properties: table
    • A table with properties that should be set on the vehicle.
  • cb: function(networkId: number)
    • A callback function that will be called when the vehicle is spawned.

Example

ESX.OneSync.SpawnVehicle('blista', vector3(0, 0, 0), 0, {}, function(networkId)     
    local vehicle = NetworkGetEntityFromNetworkId(networkId)
end)  

SpawnObject

This function will spawn an object from the Serverside.

Arguments

  • model: number | string
    • The model name or hash of the object.
  • coords: vector3
    • The coordinates where the object should spawn.
  • heading: number
    • The heading of the object.
  • cb: function(networkId: number)
    • A callback function that will be called when the object is spawned.

Example

ESX.OneSync.SpawnObject('prop_rub_boxpile_04', vector3(0,0,0), 0.0, function(networkId) 
    local obj = NetworkGetEntityFromNetworkId(networkId) 
end) 

SpawnPed

This function will spawn a ped.

Arguments

  • model: string
    • The model name of the ped.
  • coords: vector3
    • The coordinates where the ped should spawn.
  • heading: number
    • The heading of the ped.
  • cb: function(networkId: number)
    • A callback function that will be called when the ped is spawned.

Example

ESX.OneSync.SpawnPed('a_f_m_beach_01', vector3(0,0,0), 0.0, function(networkId) 
    local ped = NetworkGetEntityFromNetworkId(networkId) 
end) 

SpawnPedInVehicle

This function will spawn a ped inside a vehicle.

Arguments

  • model: string
    • The model name of the ped.
  • vehicle: number
    • The network id of the vehicle.
  • seat: number
    • The seat where the ped should spawn in.
  • cb: function(networkId: number)
    • A callback function that will be called when the ped is spawned.

Example

local vehicles = GetAllVehicles()
 
if #vehicles < 1 then return end 
ESX.OneSync.SpawnPedInVehicle('a_f_m_beach_01', vehicles[math.random(1, #vehicles)], -1, function(networkId)
    local ped = NetworkGetEntityFromNetworkId(networkId) 
end)

GetPedsInArea

This function will get all peds in given area.

Arguments

  • coords: vector3
    • The coordinates where the peds should be searched.
  • radius: number
    • The radius to search for peds.
  • modelFilter?: table
    • A table with model’s that should be ignored.

Returns

This function will return a table with the network id’s from the found peds.

Example

local peds = ESX.OneSync.GetPedsInArea(vector3(0,0,0), 30.0, {
    [joaat('a_f_m_beach_01')] = true -- joaat is a function of lua v5.4 that returns a hash
})
 
for i=1, #peds do 
    local ped = NetworkGetEntityFromNetworkId[peds[i]] 
end 

GetObjectsInArea

This function will get all objects in given area.

Arguments

  • coords: vector3
    • The coordinates where the objects should be searched.
  • radius: number
    • The radius to search for objects.
  • modelFilter?: table
    • A table with model’s that should be ignored.

Returns

This function will return a table with the network id’s from the found objects

Example

local objects = ESX.OneSync.GetObjectsInArea(vector3(0,0,0), 30.0, {
    [joaat('prop_rub_boxpile_04')] = true -- joaat is a function of lua v5.4 that returns a hash
})
 
for i=1, #objects do 
    local object = NetworkGetEntityFromNetworkId[objects[i]]   
end 

GetVehiclesInArea

This function will get all vehicles in given area.

Arguments

  • coords: vector3
    • The coordinates where the vehicles should be searched.
  • radius: number
    • The radius to search for vehicles.
  • modelFilter?: table
    • A table with model’s that should be ignored.

Returns

This function will return a table with the network id’s from the found objects

Example

local vehicles = ESX.OneSync.GetVehiclesInArea(vector3(0,0,0), 30.0, {
    [joaat('zentorno')] = true -- joaat is a function of lua v5.4 that returns a hash
})
 
for i=1, #vehicles do 
    local vehicle = NetworkGetEntityFromNetworkId[vehicles[i]]   
end 

GetClosestPed

This function will return the closest object to given coords.

Arguments

  • coords: vector3
    • The coordinates where the closest ped should be searched.
  • modelFilter?: table
    • A table with model’s that should be ignored.

Example

local networkId, distance, closestCoords = ESX.OneSync.GetClosestPed(vector3(0,0,0), {
    [joaat('mp_m_freemode_01')] = true -- joaat is a function of lua v5.4 that returns a hash
})

GetClosestObject

This function will return the closest object to given coords.

Arguments

  • coords: vector3
    • The coordinates where the closest object should be searched.
  • modelFilter?: table
    • A table with model’s that should be ignored.

Example

local networkId, distance, closestCoords = ESX.OneSync.GetClosestObject(vector3(0,0,0), {
    [joaat('prop_rub_boxpile_04')] = true -- joaat is a function of lua v5.4 that returns a hash
})

GetClosestVehicle

This function will return the closest vehicle to given coords

Arguments

  • coords: vector3
    • The coordinates where the closest vehicle should be searched.
  • modelFilter?: table
    • A table with model’s that should be ignored.

Example

local networkId, distance, closestCoords = ESX.OneSync.GetClosestVehicle(vector3(0,0,0), {
    [joaat('zentorno')] = true -- joaat is a function of lua v5.4 that returns a hash
})