SAF Traffic
Server-wide traffic control with jams, closures, detours and a live road map.
- Status
- Coming soon
- Version
- 1.0.0
- Resource
- saf-traffic
- Frameworks
- Qbox, QBCore, ESX, ND Core, ox_core, standalone
- Requires
- OneSync
- Optional
- ox_lib, SAF Weather
- Database
- Not needed
- Open files
- config.lua, bridge/, custom/

SAF Traffic runs traffic for the whole server from one place. Staff take the city from empty streets to full gridlock, close roads, back up a freeway behind a crash and send cars around it. It all happens from a panel with a live map of every road in the game.
What it does
| Feature | What it means |
|---|---|
| Density | Traffic, random cars, parked cars, pedestrians and scenario peds, plus the car and ped budgets. Presets for Empty, Light, Normal, Rush hour and Gridlock |
| Rush hour schedule | Time windows that switch to a preset on the game clock |
| Jams | Four levels from Slow to Stopped. Each slows the roads and can add extra AI cars that queue in the lanes |
| Road closures | Cars stop routing through. Barriers, cones and an arrow board go up at the ends. Slow lane mode cones off a lane instead |
| Detours | Close a road and pick the way around in one go. The detour gets a slow zone so it backs up |
| Speed zones | For school zones, scenes and events |
| Labels and timers | Every item has a label, an optional end time, and can be announced nearby or to everyone |
Synced for everyone
The server owns the traffic state. Density and road switches are local to each game, so every client applies the same settings, and late joiners get them the moment they load in. Every change is checked on the server, rate limited and logged with who made it.
The live map
The map is built from GTA's own road network: freeways, major and minor roads, dirt tracks, street names, postal codes, players and everything that's active. Your server reads it once with a road scan.
