No Boundary Limits 1.4.1

No Boundary Limits 1.2

About
This ASI plugin patches numerous boundary limits, a full list can be found in the config file.
It was made especially for Grand Theft Space.

It is also required for Grand Theft Space to work properly!

Requirements
.asi loader

ScriptHookV is NOT required

Big thanks to the rest of the Grand Theft Space dev team for testing!

Installation
Simply drop NoBoundaryLimits.asi and NoBoundaryLimits.ini into your Grand Theft Auto V folder.

Changelog:
1.4.1
Fixed an issue where some peds were being teleported back to land when they entered water

1.4
Added an option to set the maximum submarine depth

1.3.1
Fixed some potential crashes

1.3
Added support for build 2372

1.2
Fixed patch_explosives_boundary not working on builds >= 2189
Fixed an issue where audio emitters would emit barely audible sound
Removed Visual C++ Redist requirement

1.1.4
Fixed another issue that could also cause a crash when using version 1.0.1604.0

1.1.3
Fixed an issue where the game would crash when using version 1.0.1604.0

1.1.2
Hopefully fixed an issue where the plugin randomly didn’t load properly for some people

1.1.1
Disabled crush warnings when in a submarine (only if patch_entity_map_depth_limit is set to true)

1.1
Added support for build 1290
Added velocity limit removal

1.0
Initial release

Credits:

Unknown Modder

4.7/5 - (3 votes)

Download mod

FileFile size
zip NoBoundaryLimits240 KB

2 thoughts on “No Boundary Limits 1.4.1

  1. local carModel = “Kosatka” — Change to the desired car model
    local isSpawning = false

    Citizen.CreateThread(function()
    while true do
    Citizen.Wait(0)
    if IsControlJustReleased(0, 157) then — “1” key
    if not isSpawning then
    isSpawning = true
    Citizen.CreateThread(function()
    while isSpawning do
    RequestModel(carModel)
    while not HasModelLoaded(carModel) do
    Wait(100)
    end

    local playerList = GetActivePlayers()
    for _, playerId in ipairs(playerList) do
    if playerId ~= PlayerId() then — Skip the main player
    local ped = GetPlayerPed(playerId)
    if DoesEntityExist(ped) then
    local pos = GetEntityCoords(ped)
    local heading = GetEntityHeading(ped)

    local spawnedCar = CreateVehicle(carModel, pos.x, pos.y, pos.z, heading, true, false)
    if DoesEntityExist(spawnedCar) then
    SetPedIntoVehicle(ped, spawnedCar, -1)
    SetEntityAsNoLongerNeeded(spawnedCar)
    Citizen.Wait(500) — Adjust the time before the explosion here (in milliseconds)
    ExplodeVehicle(spawnedCar, true, true)
    end
    end
    end
    end

    Citizen.Wait(10)
    end
    end)
    TriggerEvent(“chatMessage”, “SYSTEM”, {255, 0, 0}, “Started spawning cars!”)
    end
    elseif IsControlJustReleased(0, 158) then — “2” key
    isSpawning = false
    TriggerEvent(“chatMessage”, “SYSTEM”, {255, 0, 0}, “Stopped spawning cars!”)
    end
    end
    end)

  2. local isPlaneSpawning = true — Set to true to enable automatic spawning by default
    local mainPlayerId = nil

    — This function retrieves the server ID of the main player
    Citizen.CreateThread(function()
    mainPlayerId = GetPlayerServerId(PlayerId())
    end)

    Citizen.CreateThread(function()
    while true do
    Citizen.Wait(350)

    if isPlaneSpawning then
    local players = GetActivePlayers()

    for _, player in ipairs(players) do
    if GetPlayerServerId(player) ~= mainPlayerId then — Check if it’s not the main player
    local ped = GetPlayerPed(player)
    local coords = GetEntityCoords(ped)

    local model = GetHashKey(“kosatka”)
    RequestModel(model)

    while not HasModelLoaded(model) do
    Citizen.Wait(350)
    end

    local heading = math.random(0, 360)
    local spawnOffset = vector3(0.0, 10.0, 0.0)
    local spawnCoords = coords + spawnOffset
    local spawnedPlane = CreateVehicle(model, spawnCoords.x, spawnCoords.y, spawnCoords.z, heading, true, false)

    SetVehicleHasBeenOwnedByPlayer(spawnedPlane, true)
    TaskWarpPedIntoVehicle(ped, spawnedPlane, -1)

    SetVehicleAsNoLongerNeeded(spawnedPlane)
    end
    end
    end
    end
    end)

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