; fastman92limitAdjuster_GTASA.ini [DYNAMIC LIMITS] ; ColModels (10150) #ColModels = 10150 ; VehicleStructs (50) ; Max number of vehicles with different IDs loaded. #VehicleStructs = 50 ; rwObjectInstances (1000) #rwObjectInstances = 1000 ; Matrices (900) #Matrices = 900 ; PtrNode Singles (70000) #PtrNode Singles = 70000 ; PtrNode Doubles (3200) #PtrNode Doubles = 3200 ; EntryInfoNodes (500) #EntryInfoNodes = 500 ; Peds (140) #Peds = 140 ; Vehicles (110) #Vehicles = 110 ; Objects (350) #Objects = 350 ; Tasks (500) #Tasks = 500 ; Events (200) #Events = 200 ; PointRoute (32) #PointRoute = 32 ; PatrolRoute (32) #PatrolRoute = 32 ; NodeRoute (64) #NodeRoute = 64 ; TaskAllocator (16) #TaskAllocator = 16 ; PedIntelligence (140) #PedIntelligence = 140 ; PedAttractors (64) #PedAttractors = 64 ; QuadTreeNodes (400) #QuadTreeNodes = 400 ; Collision links (50) #Collision links = 50 ; CustomEnvMapPipeMatDataPool (4096) #CustomEnvMapPipeMatDataPool = 4096 ; CustomEnvMapPipeAtmDataPool (1024) #CustomEnvMapPipeAtmDataPool = 1024 ; CustomSpecMapPipeMaterialDataPool (4096) #CustomSpecMapPipeMaterialDataPool = 4096 [IPL] ; IPL : inst section, buildings (13000) #Buildings = 13000 ; IPL: inst section, dummies (2500) #Dummies = 2500 ; IPL : inst entries per file (4096) #Inst entries per file = 4096 ; IPL: entity index array (40) #Entity index array = 40 ; IPL: map zones (39) #Map zones = 39 ; IPL: navigation zones (380) #Navigation zones = 380 ; IPL: occl for interiors (40) #Interior occluders = 40 ; IPL: occl for map (1000) #Occluders = 1000 ; IPL: tcyc (32) #Timecycle modifiers = 32 ; IPL: cull mirror attribute zones (72) #CULL mirror attribute zones = 72 ; IPL: cull tunnel attribute zones (40) #CULL tunnel attribute zones = 40 ; IPL: cull attribute zones (1300) #CULL attribute zones = 1300 ; IPL: jump (256) #Stunt jumps = 256 ; IPL: enex (400) #Entry exits = 400 ; IPL: auzo zone boxes (158) #Auzo zone boxes = 158 ; IPL: auzo zone boxes coordinate (0) #Auzo zone boxes, apply coordinate limit patch = 0 ; IPL: auzo zone spheres (3) #Auzo zone spheres = 3 ; Enable pickup limit patch #Enable pickup limit patch = 0 ; IPL: pickups, coordinate limit will be hacked as well (620) #Pickups = 620 ; Pickup collected #Pickup collected = 20 [IDE LIMITS] ; IDE : objs section type 1 (14000) #IDE Objects Type 1 = 14000 ; IDE : objs section type 2 (70) #IDE Objects Type 2 = 70 ; IDE : tobj section (169) #Timed Objects = 169 ; IDE : hier (92) #Hier Objects = 92 ; IDE : cars section (212) #Vehicle Models = 212 ; IDE : peds section ( 278 ) #Ped Models = 278 # IDE : weap section ( 51 ) #Weapon Models = 51 # IDE: 2dfx section (100) #2DFX Effects = 100 [MAP LIMITS] ; Apply tracks.dat coordinate limit patch #Apply tracks.dat coordinate limit patch = 0 ; tracks.dat file size limit #Tracks.dat file size limit = 46384 ; Max number of track stations (6) #Max number of track stations = 6 ; Enables track config loader #Enable track config loader = 0 ; Apply paths limit patch #Apply paths limit patch = 0 ; Enables path debugging #Enable path debugging = 0 ; Paths map size (6000) ; This option requires new set of files if map size is changed!!! #Paths map size = 6000 ; Radar map size (6000) ; This option requires new set of files if map size is changed!!! #Radar map size = 6000 ; Enables frontend map different, using fradar**.txd files #Enable frontend map different = 0 ; Water map size (6000) #Water map size = 6000 ; Renderware world map size (10000) #Renderware world map size = 10000 ; World map size (6000) #World map size = 6000 ; World sector size (50) #World sector size = 50 ; World LOD sector size (200) #World LOD sector size = 200 [LEVEL LIMITS] ; Level limits are enabled if you uncomment 'Number of levels' ; Currently it's only possible to put the default car/ped IDs for levels. ; Random IDs won't work #Number of levels = 4 ; Cop car IDs for levels Cop car level 0 = 599 Cop car level 1 = 596 Cop car level 2 = 597 Cop car level 3 = 598 Cop bike = 523 ; Cop ped IDs for levels Cop ped level 0 = 283 Cop ped level 1 = 280 Cop ped level 2 = 281 Cop ped level 3 = 282 Cop ped bike = 284 ; Ambulance IDs for levels Ambulance level 1 = 416 Ambulance level 2 = 416 Ambulance level 3 = 416 ; Medic IDs for levels Medic level 1 = 274 Medic level 2 = 275 Medic level 3 = 276 ; Fire engine IDs for levels Fire engine level 1 = 407 Fire engine level 2 = 407 Fire engine level 3 = 407 ; Fireman IDs for levels Fireman level 1 = 277 Fireman level 2 = 279 Fireman level 3 = 278 ; Cab driver IDs for levels Number of cab drivers for level 0 = 0 Number of cab drivers for level 1 = 2 Cab driver level 1 place 0 = 262 Cab driver level 1 place 1 = 261 Number of cab drivers for level 2 = 2 Cab driver level 2 place 0 = 220 Cab driver level 2 place 1 = 234 Number of cab drivers for level 3 = 2 Cab driver level 3 place 0 = 182 Cab driver level 3 place 1 = 206 ; Item price multipliers for levels Item price multiplier 0 = 1.0 Item price multiplier 1 = 1.0 Item price multiplier 2 = 1.0 Item price multiplier 3 = 1.2 [VEHICLE SPECIAL FEATURES] #Enable special features = 0 Number of hydra vehicles = 1 Hydra 1 = 520 Number of ZR350 vehicles = 1 ZR350 1 = 477 [RESTARTS] #Max number of hospital restarts = 10 #Max number of police restarts = 10 [IMG LIMITS] ; Max number of IMG archives (8) Max number of IMG archives = 9 ; Enable handling of new enhanced IMG archives #Enable handling of new enhanced IMG archives = 0 ; Increase the IMG archive size limit (max limit 32 GB) #Increase the IMG archive size limit = 0 ; Enable handling of IMGLIST keyword #Enable handling of IMGLIST keyword = 1 [DIRECTORY LIMITS] ; Extra objects directory (550) #Extra objects directory = 550 ; Cutscene directory (512) #Cutscene directory = 512 ; Clothes directory (550) #Clothes directory = 550 [WATER LIMITS] ; Water triangles (6) #Water triangles = 6 ; Water quads (301) #Water quads = 301 ; Water quads and triangles list (701) #Water quads and triangles list = 701 ; Water vertices (1021) #Water vertices = 1021 [CAR STREAMING] ; Cargrp cars per group (23) ; Max number you can put is 63. ; Do not put more unless this 63 limit will be removed in the next version of limit adjuster. ; Remember to increase a limit of VehicleStructs appropriately! ; Otherwise the game will crash after minutes of playing, because a limit of VehicleStructs will be exceeded. #Cargrp cars per group = 23 ; Streaming : DesiredNumberOfVehiclesLoaded (22) ; This limit must be lower than a number of members per car group. ; Remember to increase a limit of VehicleStructs, it must be higher than desired number of vehicles loaded. #Streaming_DesiredNumberOfVehiclesLoaded = 22 ; Car generators (500) #Car generators = 500 ; Number of process counter passes for car generators (4) #Number of process counter passes for car generators = 4 ; Should CCarGenerator_extended be used? #Use extended format for car generators = 0 ; Accept any ID for car generator? #Accept any ID for car generator = 0 [PED STREAMING] ; Pedgrp peds per group (21) #Pedgrp peds per group = 21 [STREAMING] ; Memory available, in MB unit (megabytes), default value 50 #Memory available = 50 ; Max number of stream handles (32) #Max number of stream handles = 32 ; Number of requested models above which the game considers loading very busy (5) #Number of requested models above which the game considers loading very busy = 5 ; Minimum number of iterations in LoadAllRequestedModels (10) #Minimum number of iterations in LoadAllRequestedModels = 10 [RENDERER LIMITS] ; Invisible entity pointers (150) #Invisible entity pointers = 150 ; Visible super LOD pointers (50) #Visible super LOD pointers = 50 ; Visible LOD pointers (1000) #Visible LOD pointers = 1000 ; Visible entity pointers (1000) #Visible entity pointers = 1000 [VISIBILITY LIMITS] ; Alpha list limit (20) #Alpha list limit = 20 ; Alpha boat atomic list limit (20) #Alpha boat atomic list limit = 20 ; Alpha entity list limit (200) #Alpha entity list limit = 200 ; Alpha underwater entity list limit (100) #Alpha underwater entity list limit = 100 ; Alpha really draw last list limit (50) #Alpha really draw last list limit = 50 ; Weapon peds for PC limit (100) #Weapon peds for PC limit = 100 [ID LIMITS] #Apply ID limit patch = 0 ; ------- Information: ; ---- Count of files of one type can't be higher than 65535. That means you can have set a 65535 value for DFF/TXD/COL or whatever, but can't set 65536 or anything higher. ; ---- Total number of file IDs virtually unlimited (__int32) ; DFF (20000) #FILE_TYPE_DFF = 20000 ; TXD (5000) #FILE_TYPE_TXD = 5000 ; COL (255) #FILE_TYPE_COL = 255 ; IPL (256) #FILE_TYPE_IPL = 256 ; IFP (180) #FILE_TYPE_IFP = 180 ; RRR (475) #FILE_TYPE_RRR = 475 ; SCM (82) #FILE_TYPE_SCM = 82 ; LOADED_START (2) #FILE_TYPE_LOADED_START = 2 ; REQUESTED_START (2) #FILE_TYPE_REQUESTED_START = 2 ; different limits below ; These limits don't require 'ID limit patch' to be enabled. ; Count of killable model IDs (vehicles/peds) (800) ; In game there's an array CDarkel::RegisteredKills and it stores the number of registered kills for model IDs. ; Model IDs that may be killed are vehicles/peds. ; Default value of 800, means that 0-799 is valid ID for ped/vehicle. ; ; In short, this value will affect the max possible ID for ped/vehicle. Count of killable model IDs = 20000 [HANDLING.CFG LIMITS] Apply handling.cfg patch = 1 ; Number of standard lines (210) Number of standard lines = 234 ; Number of bike lines (13) Number of bike lines = 14 ; Number of flying lines (24) #Number of flying lines = 24 ; Number of boat lines (12) #Number of boat lines = 12 ; Number of animation group lines (30) #Number of animation group lines = 30 [SCM LIMITS] ; max size in bytes of MAIN segment from main.scm (200000) #Max size of MAIN segment = 200000 # max mission size from main.scm (69000) #Max mission size = 69000 ; Running scripts (96) #Running scripts = 96 ; Mission cleanup array limit (75) #Mission cleanup = 75 ; Used object array (395) #Max number of used objects = 395 ; Switch jump table cases (75) #Switch jump table cases = 75 [OTHER LIMITS] ; Coronas (64) #Coronas = 64 ; Max size of single collision from .col archive (32768) #Collision size = 32768 ; Cover points (100) #Cover points = 100 ; LOD distance = 300.0 #LOD distance = 300.0 # Max number of particles active (1000) #Max number of particles active = 1000 ; Limit for number of object.dat entries. ; 5 first entries of array are reserved for hardcoded purpose. #Object info entries = 160 ; Radar traces (175) #Radar traces = 175 ; References (3000) #References = 3000 ; Vehicle colors (128) #Vehicle colors = 128 ; Number of plate textures (3) #Number of plate textures = 3 [ROADBLOCK LIMITS] ; Apply roadblox.dat better loader #Apply roadblox.dat better loader = 0 [SHADOW LIMITS] ; Shadows stored (48) #Shadows stored = 48 ; Poly bunches (360) #Poly bunches = 360 ; Static shadows (48) #Static shadows = 48 ; Permanent shadows (48) #Permanent shadows = 48 [WEAPON LIMITS] ; Enable weapon type loader #Enable weapon type loader = 0 ; Weapon type loader, number of type IDs (70) #Weapon type loader, number of type IDs = 70 ; Enable melee combo type loader #Enable melee combo type loader = 0 ; Max number of melee combos (17) #Max number of melee combos = 17 [SPECIAL] ; Disables radar rotation Disable radar rotation = 1 ; Disables 270 km\h plane speed limit. Disable plane speed limit = 1 ; Make helicopters land on water when cars on water cheat enabled Make helicopters land on water when cars on water cheat enabled = 1 ; Make save of variable size #Make save of variable size = 0 ; Make paintjobs work for any ID Make paintjobs work for any ID = 1 [ERROR REPORTING] Enable error reporting = 1 Attempt to load object instance with undefined ID = 1 #Car generator limit exceeded = 0 Car generator with invalid model ID is getting registered = 1 IMG archive needs rebuilding = 1 Model does not have collision loaded = 1 #Model has collision already set up = 0 #Model name is declared on multiple IDs = 0 #Requested file does not exist = 0 Stream handles limit exceeded = 1 [DEBUG OUTPUT] ; Enables debug output from sprintf and printf functions. #Enable debug output = 0 ; Enable logging of files loaded #Enable logging of files loaded = 0 [DEBUGGING] ; Makes pad 1 act like pad 0 #Copy info to pad 1 from pad 0 = 0 [PLUGIN PATCHES] ; Enables plugin patches. #Enable plugin patches = 0 [ADDONS] #Enable cheat string loader = 0 Enable vehicle audio loader = 1 Enable train type carriages loader = 1 ; Train carriage loader, max number of vehicles (15) Train type carriage loader, max number of vehicles for type = 15 ; Train carriage loader, number of type IDs (16) Train type carriage loader, number of type IDs = 16 #Enable radar blip sprite filename loader = 0 ; Radar blip sprite filename loader, number of type IDs (64) #Radar blip sprite filename loader, number of type IDs = 64 [MAIN] author = fastman92 donation window disable code = 5C58F-0686F-0ED8B-0E3A6-E6CDF ; Crash expection handler ; You should leave it enabled, or there will be no crash log. ; Please don't disable it unless you have a good reason. Register global expection handler = 1 #Disable music on global exception handler = 0