[standalone] kln_falldamage

:rocket: Embark on Heights Unleashed with KLN_FALLDAMAGE!

:athletic_shoe: Leap Fearlessly: KLN_FALLDAMAGE, a standalone script, completely nullifies fall damage. Explore new heights without worries!

TEBEX
PREVIEW

:briefcase: Highlighted Features:

  • Universal Standalone: Compatible with any core for maximum versatility.
  • Zero Consumption: No impact on performance! Insignificant consumption of 0.00.
  • Easy Installation: Just start and go. Couldn’t be simpler.
  • Irresistible Price: Access this functionality at a minimal cost.
  • Flawless Operation: A guaranteed hassle-free experience.

:globe_with_meridians: Soar High Without Risks with KLN_FALLDAMAGE! Available at an unbeatable price. Are you ready to elevate your adventures? :sparkles:

Don’t let gravity hold you back! KLN_FALLDAMAGE - Where every jump knows no bounds. :athletic_shoe::fire:

Before posting a new release, please make sure to thoroughly read the Release Rules and F.A.Q

If you’re selling your resource, please include the following information at the end of your post:

Code is accessible No
Subscription-based No
Lines (approximately) 20
Requirements Nothing
Support Yes

(For releases without code the not applicable fields can be written as N/A)

What is the purpose of selling a single Citizen Thread when there is code freely available on github that has the exact same purpose

Citizen.CreateThread(function()
	while true do
		Citizen.Wait(5)
            if IsPedFalling(PlayerPedId()) then
                SetEntityInvincible(PlayerPedId(), true)
                SetPlayerInvincible(PlayerId(), true)
                SetPedCanRagdoll(PlayerPedId(), false)
                ClearPedBloodDamage(PlayerPedId())
                ResetPedVisibleDamage(PlayerPedId())
                ClearPedLastWeaponDamage(PlayerPedId())
                SetEntityProofs(PlayerPedId(), true, true, true, true, true, true, true, true)
                SetEntityOnlyDamagedByPlayer(PlayerPedId(), false)
                SetEntityCanBeDamaged(PlayerPedId(), false)
            else
                SetEntityInvincible(PlayerPedId(), false)
                SetPlayerInvincible(PlayerId(), false)
                SetPedCanRagdoll(PlayerPedId(), true)
                ClearPedLastWeaponDamage(PlayerPedId())
                SetEntityProofs(PlayerPedId(), false, false, false, false, false, false, false, false)
                SetEntityOnlyDamagedByPlayer(PlayerPedId(), false)
                SetEntityCanBeDamaged(PlayerPedId(), true)
            end 
	end
end)
4 Likes

No way you’re selling this :joy:

no way he released that paid. heres a code doing the same for free lol and I also explained what it does

Citizen.CreateThread(function()
    local sleep = 1000  

    while true do
        local playerPed = PlayerPedId()
        local isFalling = IsPedFalling(playerPed)

        if isFalling then
            -- If the player is falling, apply effects with a shorter waiting time
            SetEntityInvincible(playerPed, true)
            SetPlayerInvincible(PlayerId(), true)
            SetPedCanRagdoll(playerPed, false)
            SetEntityProofs(playerPed, true, true, true, true, true, true, true, true)
            SetEntityCanBeDamaged(playerPed, false)
            sleep = 5
        else
            -- If the player is not falling, reset effects with a longer waiting time
            SetEntityInvincible(playerPed, false)
            SetPlayerInvincible(PlayerId(), false)
            SetPedCanRagdoll(playerPed, true)
            SetEntityProofs(playerPed, false, false, false, false, false, false, false, false)
            SetEntityCanBeDamaged(playerPed, true)
            sleep = 1000
        end

        ClearPedLastWeaponDamage(playerPed)  -- This can be outside the if-else since it's common to both states

        Citizen.Wait(sleep)
    end
end)
3 Likes

people really be trying to milk anything nowadays