This isn’t your ordinary speed limiter script. I’ve tried a lot of them and none of them works like I wanted. So here ya go! One that actually works seamlessly with QBCore & QBox.
You DO NOT have to program each vehicle… After all isn’t that what this is suppose to prevent? YEP! Add your vehicles inside shared/vehicles.lua. Be sure to set the category as your custom class name (or use default gta classes). Then use that same category name inside our script to limit the top speed.
Features
- Supports QBCore & QBox
- Prevents vehicles from going too fast without having to edit the vehicles handling file
- Auto detects vehicles from inside the /shared/vehicles.lua file
- Supports default and custom classes
- MPH or KMH
- Drag & drop ready
- Very easy to use config
Config File Preview
cfg = {} -- dont touch this
--[[
________ __ _________ .__ __
/ _____/ _________ _/ |_ / _____/ ___________|__|______/ |_ ______
/ \ ___ / _ \__ \\ __\ \_____ \_/ ___\_ __ \ \____ \ __\/ ___/
\ \_\ ( <_> ) __ \| | / \ \___| | \/ | |_> > | \___ \
\______ /\____(____ /__| /_______ /\___ >__| |__| __/|__| /____ >
\/ \/ \/ \/ |__| \/
]]
cfg.mph = true -- false for kmh
cfg.category = { -- category names can be found inside qbcore/shared/vehicles.lua
-- default qbcore vehicle categories
['compacts'] = 115,
['sedans'] = 115,
['suvs'] = 110,
['coupes'] = 115,
['muscle'] = 115,
['sportsclassics'] = 110,
['sport'] = 120,
['super'] = 130,
['motorcycles'] = 110,
['offroad'] = 100,
['industrial'] = 100,
['utility'] = 100,
['vans'] = 100,
['cycles'] = 100,
['boats'] = 170,
['helicopters'] = 90,
['planes'] = 170,
['service'] = 100,
['emergency'] = 135,
['military'] = 100,
['commercial'] = 100,
['openwheel'] = 100,
-- add custom categories here
-- be sure to add the same category name to the vehicle inside qbcore/shared/vehicles.lua
['blackdiamonds'] = 200
}
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|
Code is accessible |
Config only |
Subscription-based |
No |
Lines (approximately) |
300+ |
Requirements |
QBCore |
Support |
Yes |
$12 for such a simple script? Isn’t that a little too much?
1 Like
I havnt found a script that properly limits vehicles speed using all vehicles inside database. I think $9.99 to save you all the time it takes to edit vehicles speeds manually is well worth it. Also comes with future updates for free and support
Humm isn’t this the same here
nope. He is using base game functions to call for the vehicles category (which is inside the vehicles.meta file of each vehicle in your server). Making it to where you would still have to edit car files to get it all working like you want it. My script finds vehicle categories based on your framework. Making this a clean cut integration for your server. Edit your vehicles inside the qb-core/shared/vehicles.lua file for the proper category you want and this then syncs with my script
Here is an example of what I mean… This is the vehicles.lua file. Making these vehicles offroad will now connect to my script as offroad. Instantly connecting your vehicles with a simple server restart
Does this work with engine swaps?
Yes it would limit top speed no matter the alterations or mod attached
Totally convinced that a guy like me needs to go ahead and make a free version of this with exports to use for those engine swap situations. not to mention that most of the “Tuning Resources” that are paid, this resource is gonna be useless with.
This is meant to limit top speeds. No matter what you have in the car this will work. I use custom engine swaps also and I have no issues
But if you want make your own version. No need for exports though lol. This reads your shared lua file automatically.
Your making the fact that reading the qb shared vehicle list AUTOMATICLY is a big thing man… What your missing is the fact that as soon as you equip and use nos on one of these vehicles it sets three things first two might not be your issue as much as the third SetEntityMaxSpeed(CurrentVehicle, 999.0)…
this effectively takes your speed limiter slaps it in the face and kicks it in the crotch. Meaning it doesn’t refer back to the original meta files limits or yours while NOS is active. Sure it’s going to be limited to the other settings the first really being used improperly now in QBCore and the second one has been renamed with other options…
as far as the export i mentioned it’s intended use was for tuning resources to put a +num modifier on your normal SetVehicleMaxSpeed(vehicle, speed) if equipped with a bigger motor with more torque ect.
Since your only using the veh catogory lets say SPORT and i take my vehicle in for a motor swap its now a SPORT with a motor swap that goes no faster then it was stock. Some resources might make it quicker torque mods and stuff but it will always be THE SAME SET SPEED that your resource sets THAT CATOGORY…
So YEAH im thinking might be a good idea to do what you said and “make your own version” and toss it on my github that takes the above issues into consideration. Free for the masses, Cause “This is the way”…
Like I said, I have add on motors and NOS and don’t experience any issues. As stated, this resource restricts vehicle speed TOP SPEED based on vehicle category from shared file. It’s a way of classifying vehicles with having to edit the handling files. If you’d like to spend the time making a resource then do it bro