public OnVehicleDeath(vehicleid, killerid)
{
//remove neon
DestroyObject(GetPVarInt(playerid, "neon"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon1"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon2"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon3"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon4"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon5"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon6"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon7"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon8"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon9"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon10"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon11"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon12"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "neon13"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "interior"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "interior1"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "back"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "back1"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "front"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "front1"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "undercover"));
DeletePVar(playerid, "Status");
DestroyObject(GetPVarInt(playerid, "undercover1"));
DeletePVar(playerid, "Status");
HasCar[playerid] = 0;
return 1;
}
stock VehicleCheck(vehicleid)
{
for(new i = 0; i < MAX_PLAYERS; i++) //All players
{
if(GetPlayerState(i) == PLAYER_STATE_DRIVER || GetPlayerState(i) == PLAYER_STATE_PASSENGER)
{
if(GetPlayerVehicleID(i) == vehicleid)
{
DestroyVehicle(vehicleid);
return 1;
}
}
}
return 0;
}
forward DestroyEmptyCars(vehicleid);
public DestroyEmptyCars(vehicleid)
{
VehicleCheck(vehicleid);
return 1;
}
// the timer that is at ongamemodeinit:
SetTimer("DestroyEmptyCars", 45000, 1);


new OnGameModeInitLastCarID;
OnGameModeInitLastCarID = AddStaticVehicleEx(....
public OnVehicleSpawn(vehicleid)
{
if(vehicleid > OnGameModeInitLastCarID)
DestroyVehicle(vehicleid);
return 1;
}
public OnVehicleSpawn(vehicleid)
{
if(vehicleid > OnGameModeInitLastCarID)
{
for (new i = 0; i != MAX_PLAYERS; ++i)
{
if(vehicleid != newcar[i])
{
DestroyVehicle(vehicleid);
return 1;
}
}
}
return 1;
}
public OnVehicleSpawn(vehicleid)
{
if(vehicleid > OnGameModeInitLastCarID)
{
for(new i = 0; i != MAX_PLAYERS; i++)
{
if(vehicleid == newcar[i])
{
newcar[i] = 0;
DestroyVehicle(vehicleid);
return 1;
}
}
}
return 1;
}
, could you also please check this? hope you also know how to fix that 


gonna try it
, if i still have trouble i post here again
thnx 
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Don't use PVars, make a global variable for all vehicles, for example new neonOne[MAX_VEHICLES]; and when you create the neon just use neonOne[vehicleid] = CreateObject(.....);, and DestroyObject(neonOne[vehicleid]); where you wish.
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