However, the problem I have with THIS is that when getting to certain zones PAST the boundaries, my game crashes; It’s typically in the 10800 range of whatever border you’re past.
I see two different options for function calls, HOWEVER, when attempting to call both of them, I get errors like:
attempt to call a nil value (global 'EXTEND_WORLD_BOUNDARY_FOR_PLAYER')
OR
attempt to call a nil value (global '_EXPAND_WORLD_LIMITS')
Here’s my code snippet based off of the documentation:
CreateThread(function()
while true do
Citizen.Wait(0)
_EXPAND_WORLD_LIMITS(-9000.0,-11000.0,30.0)
_EXPAND_WORLD_LIMITS(10000.0,12000.0,30.0)
end
end)
Now is this a case of bad LUA, or my poor ability to comprehend the native docs, OR even just outdated docs?
Please let me know if you’ve been able to get past that border without getting freezes, and what you’ve done to do so!
This worked, however, I still get freezing when at about 108xx (this is from the north boundary.). I’ve been on the SFX server and that doesn’t happen there, so there’s something causing my client to crash (and not log anything anywhere).
Would you or anyone happen to know WHY this happens?
Hey guys!! I freaking figured it out! It’s fucking ONESYNC! Installing onesync on the server allows you to not crash on certain points on the map PAST the boundary!
Fuck yeah! This only begs the question of what optimizations were done client side to prevent this from happening? (but that’s a question for another topic that I’m not even sure I care enough to ask at this point!).
Anyways, upon setting the proper server arguments for onesync and loading in, interestingly enough I don’t crash! Fucking fuck yeah I’m pumped!
Sure! So the original problem was related to my client crashing. This is due to the previous, non-onesynced version of fiveM. Apparently the optimizations that happen within onesync fix whatever causes the old client to crash at certain coordinates PAST the map.
If interested, definitely ask our devs WHAT changes were made if you don’t wanna have to update to onesync, but for me (and apparently many others based on the feedback I’ve been getting), onesync works wonders!