4.0 KiB
title, description
| title | description |
|---|---|
| Transport Service Guide | The transport service provides paid point-to-point travel for players and nearby vehicles or passengers. It is framework-owned: missions only need placed transport objects and arrival markers with the expected variable names. |
Mission Contract
By default the framework discovers transport nodes by exact mission namespace variable name:
transport
transport_1
transport_2
...
transport_10
Each node is an Eden-placed object players can stand near. When a player opens the actor interaction menu within 5 meters of a node, the menu shows a Transport action. Selecting Transport opens destination choices for the other configured nodes.
Arrival markers use the same suffix:
transport_arrival
transport_arrival_1
transport_arrival_2
...
transport_arrival_10
Object names used only to exclude parked ferry/transport vehicles from cargo pickup scans use this convention:
transport_vehicle
transport_vehicle_1
transport_vehicle_2
...
transport_vehicle_10
The suffix mapping is direct:
transportarrives attransport_arrivaltransport_1arrives attransport_arrival_1transport_10arrives attransport_arrival_10
If an arrival marker is missing, the framework falls back to a position behind the destination node object.
Pricing and Payment
The default fare is:
base fare + distance in kilometers * price per kilometer
Current defaults:
- base fare:
$100 - price per kilometer:
$50 - cargo scan radius:
25meters - max indexed nodes:
10
Payment is server-authoritative. The transport service attempts payment in this order:
- Player bank balance.
- Player cash.
- Organization credit line fallback.
The player and cargo are moved only after payment succeeds.
Cargo and Vehicle Transfer
When a player requests transport, the server scans near the origin node for nearby vehicles, ships, aircraft, and player units. The scan ignores:
- the origin and destination transport nodes
- objects named with the
transport_vehicleprefix - the requesting player
- dead entities
Use transport_vehicle* names for the actual boat, ferry, aircraft, or set
dressing object that should not be moved as cargo.
Optional Per-Node Overrides
The default naming convention should cover normal missions. If a specific mission needs another prefix or different pricing, set variables on the transport node object:
this setVariable ["isTransport", true, true];
this setVariable ["transportLabel", "North Dock", true];
this setVariable ["transportNodePrefix", "dock", true];
this setVariable ["transportVehiclePrefix", "dock_vehicle", true];
this setVariable ["transportArrivalPrefix", "dock_arrival", true];
this setVariable ["transportMaxIndexedNodes", 4, true];
this setVariable ["transportBaseFare", 150, true];
this setVariable ["transportPricePerKm", 75, true];
this setVariable ["transportCargoRadius", 25, true];
this setVariable ["transportIncludeCargo", true, true];
Only use overrides when the default transport* convention is not appropriate.
Reference Images
These screenshots show the default transport setup and player workflow:










