[Help] using Native: EXTEND WORLD BOUNDARY FOR PLAYER

Hey guys! I’m familiar with the process of removing the boundaries from the link here:
https://forum.cfx.re/t/release-no-boundary-limits/

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.

Now correct me if I’m wrong, but I think this is due to an outdated native. Looking at this:
https://runtime.fivem.net/doc/natives/#_0x5006D96C995A5827

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Now is this a case of bad LUA, or my poor ability to comprehend the native docs, OR even just outdated docs?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!

Thanks!
-Wetter42

Natives needs to be called PascalCase in Lua, so like ExtendWorldBoundaryForPlayer

1 Like

Testing now…Thanks for the feedback so far!

Well good news and badnews.

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?

I will be updating the script soon, haven’t played FiveM for more a year :sweat:

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Do you get the same freezing I and other players get?

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! :smiley:

Hope this helps others experiencing this issue!

2 Likes

can you give me codes you make ?

What kind of codes? LOL

explain in detail

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!

can you show me your triggers mate

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Not sure what you mean, but the public release of my borders script can be found here:

It allows you to set and see where your borders are. Not sure what you mean otherwise.

hello.

I wonder how i can setup this correctly but
What are the bests arguments for onesync

Best regards,