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World and CullZone

World

server.world(id). Worlds share world 0's time and weather until given their own.

id
population Get/set (partial): see below.
synced Follows world 0's time and weather; set true to rejoin it.
time { hour, minute, frozen } get, { hour, minute } set.
freezeTime(), unfreezeTime()
weather Weather, or Weather.GameCycle (each game's own).
view(target, visible?) This world sees target (one way).

Population

Field Default
peds false Peds on foot.
traffic false Cars with drivers.
density 1 0-3; 1 is single-player's.
gangs false Gang members and cars in their territories.
police false Patrols, and response to wanted players. Off: no cop ever appears.
ambulance false Medics sent to the injured.
fire false Fire trucks sent to fires.
wanted false Crimes make players wanted as in single-player.

CullZone

server.createCullZone({ min, max, world?, audio?, attributes?, mirror? })

Option
min, max An axis-aligned box.
world Default: every world.
audio AudioZone: interior music and ambience.
attributes ZoneAttribute bits: NoRain, CameraCloseIn, NoPolice, ...
mirror { axis: 0 \| 1 \| 2, sign: 1 \| -1, coord }: a mirror plane.

zone.exists, zone.destroy().