How many cars and peds the game may spawn in total, 0 to 3
rush
Closures and jams marked "Rush hours" switch on while this preset is active
boost
Extra jam intensity steps for those rush-hour jams
Preset
Traffic
Parked
Budgets
Rush
Empty
0.0
0.0
0
Light
0.35
0.5
2
Normal
1.0
1.0
3
Rush hour
1.0
0.8
3
yes
Gridlock
1.0
1.0
3
yes, boost = 1
Rush hour schedule
While the schedule is on, these windows switch to their preset on their own and back to the panel's density
afterwards. It uses the SAF Weather clock when SAF Weather runs, otherwise the game clock.
Option
Default
What it does
Config.Schedule.Enabled
false
Turn the schedule on
Config.Schedule.Windows
07:00 to 09:00, 16:00 to 19:00
{ from, to, preset } for each window
Config.Schedule.MaxWindows
6
Most windows staff can add in the panel
Jams
A jam slows AI on its roads with speed zones and can add its own cars. Speeds here are in m/s.
The zone switches between stopped and creeping, like real stop and go
Config.Jam.MinRadius
25
Smallest jam circle, metres
Config.Jam.MaxRadius
600
Largest jam circle, metres
Config.Jam.MaxCarsPerJam
24
Extra AI cars per jam
Config.Jam.MaxCarsTotal
60
Extra AI cars across all jams
Config.Jam.ActiveRange
400
Someone must be this close to a jam for its cars to exist
Config.Jam.MinPlayerDistance
60
Never spawn a car closer than this to a player
Config.Jam.LeaveMargin
150
Cars that drive this far out of the jam are recycled when nobody is close
Config.Jam.SpawnPerTick
3
Cars spawned per tick
Config.Jam.TickSeconds
2
Seconds between ticks
Config.Jam.CruiseSpeed
12.0
m/s. The speed zones slow them down inside the jam
Config.Jam.DrivingStyle
786603
Driving style flags: normal, stops at lights
Config.Jam.Vehicles
34 models
Everyday cars, SUVs, vans and trucks the jam cars are picked from
Config.Jam.Drivers
12 models
Ped models for the drivers
The extra cars are spawned by the server, so they work with entity lockdown. The player who owns each driver
in OneSync keeps it driving.
Closures
Closed roads are switched off for AI on every client, so traffic routes around them. 'slow' closures keep the
road open but slow, for one lane or roadworks.
Option
Default
What it does
Config.Closures.SlowSpeed
10
Default speed for slow closures and detour routes, in Config.SpeedUnit
Config.Closures.Props
true
Default for "Place props"
Config.Closures.Peds
false
Default for "Close footpaths"
Config.Closures.JunctionTrim
4.0
Metres kept open at each end so crossing roads still work
Config.Closures.MaxArea
1500
Largest side of an area closure, metres
Props
Barriers, cones and an arrow board at the ends of closures. Spawned by the server and removed with the closure.
Option
Default
What it does
Config.Props.Enabled
true
Turn props off entirely
Config.Props.Barrier
'prop_barrier_work05'
Barrier model
Config.Props.Cone
'prop_roadcone02a'
Cone model
Config.Props.Board
'prop_trafficdiv_01'
Arrow board on the approach. false leaves it out
Config.Props.MaxPerItem
36
Props per closure
Config.Props.MaxTotal
220
Props across all closures
Speed zones
Option
Default
What it does
Config.SpeedZones.Default
20
Default limit, in Config.SpeedUnit
Config.SpeedZones.Min
0
Lowest limit staff can set
Config.SpeedZones.Max
70
Highest limit staff can set
Config.SpeedZones.MaxPerItem
40
Road-following items are built from up to this many zones
Config.SpeedZones.MaxTotal
160
Zones across all items
Items
Closures, jams, speed zones and detours are all items.
Option
Default
What it does
Config.Items.MaxActive
60
Most items active at once
Config.Items.MaxMinutes
720
Longest end timer
Config.Items.LabelLength
48
Longest label
Config.Items.MaxRoads
40
Roads one item can cover
Announcements
Option
Default
What it does
Config.Announce.Default
'nearby'
'off', 'nearby' or 'all'. The panel picks per item
Config.Announce.Range
800
Metres for 'nearby'
Map
Option
Default
What it does
Config.Map.ShowAllPlayers
true
Staff see every player on the map
Config.Map.PlayerRefresh
2
Seconds between player position updates
Config.Map.Teleport
true
"Go to" in the panel. Every use is logged
Postals
Option
Default
What it does
Config.Postals.Enabled
true
Show postal codes on the map
Config.Postals.Resource
false
Resource that has the postal file. false reads it from the saf-traffic folder
Config.Postals.File
'postals.json'
Path to the file inside that resource
Road scan
Option
Default
What it does
Config.Scan.Bounds
{ -4096, -4096, 4608, 8192 }
minX, minY, maxX, maxY. The whole of San Andreas
Config.Scan.Tile
512
Tile size in metres. Matches the game's path regions
Config.Scan.Step
24
Sample spacing in metres
Config.Scan.LandStep
32
Land outline resolution in metres
Config.Scan.CallsPerFrame
220
Lower it if the scanner's game stutters
Config.Scan.LoadWait
3000
Milliseconds to wait for a tile's road data to load
Saving and limits
Option
Default
What it does
Config.Save.Items
true
Closures, jams, zones, density and schedule survive restarts (state.json)