CreateThread(function() -- Dispatch vollständig deaktivieren (Cops, Medic, Fire etc.) for i = 1, 15 do EnableDispatchService(i, false) end end) CreateThread(function() while true do -- Nur normale Zivilisten und Autos erhalten SetPedDensityMultiplierThisFrame(0.7) SetScenarioPedDensityMultiplierThisFrame(0.7, 0.7) SetVehicleDensityMultiplierThisFrame(0.7) SetRandomVehicleDensityMultiplierThisFrame(0.4) SetParkedVehicleDensityMultiplierThisFrame(0.0) -- Kein Wanted-Level / Polizei-Eingriffe SetPlayerWantedLevel(PlayerId(), 0, false) ClearPlayerWantedLevel(PlayerId()) SetDispatchCopsForPlayer(PlayerId(), false) DisablePlayerVehicleRewards(PlayerId()) -- Kein Spawn von aggressiven Gangs & Sonderfahrzeugen local playerPed = PlayerPedId() local coords = GetEntityCoords(playerPed) ClearAreaOfCops(coords.x, coords.y, coords.z, 1000.0) local peds = GetGamePool("CPed") for _, ped in ipairs(peds) do if DoesEntityExist(ped) and not IsPedAPlayer(ped) then local model = GetEntityModel(ped) if IsPedInAnyVehicle(ped, false) then local veh = GetVehiclePedIsIn(ped, false) local vehModel = GetEntityModel(veh) --[[ if vehModel == GetHashKey("ambulance") or vehModel == GetHashKey("police") or vehModel == GetHashKey("police2") or vehModel == GetHashKey("sheriff") or vehModel == GetHashKey("sheriff2") or vehModel == GetHashKey("firetruk") or vehModel == GetHashKey("towtruck") then DeleteEntity(veh) DeleteEntity(ped) end ]] for k, v in pairs(Config.vehModels) do if vehModel == GetHashKey(v) then DeleteEntity(veh) DeleteEntity(ped) end end end end end Wait(500) end end)