if objectPlayer.Position["x"] > floatHLimit then if objectPlayer.Physics.VelocityDesired["x"] > 0 then vectorPlayerVelocity = objectPlayer.Physics.Velocity vectorPlayerVelocityDesired = objectPlayer.Physics.VelocityDesired vectorPlayerVelocity["x"] = vectorPlayerVelocity["x"] - (vectorCurrentPos["x"] - (floatHLimit)) * 1 --vectorPlayerVelocityDesired["x"] = 0 objectPlayer.Physics.Velocity = vectorPlayerVelocity objectPlayer.Physics.VelocityDesired = vectorPlayerVelocityDesired end elseif vectorCurrentPos["x"] < (-1 * floatHLimit) then if objectPlayer.Physics.VelocityDesired["x"] < 0 then vectorPlayerVelocity = objectPlayer.Physics.Velocity vectorPlayerVelocityDesired = objectPlayer.Physics.VelocityDesired vectorPlayerVelocity["x"] = vectorPlayerVelocity["x"] - (vectorCurrentPos["x"] - (-1 * floatHLimit)) * 1 --vectorPlayerVelocityDesired["x"] = 0 objectPlayer.Physics.Velocity = vectorPlayerVelocity objectPlayer.Physics.VelocityDesired = vectorPlayerVelocityDesired end end --Vertical Position Limit if objectPlayer.Position["y"] > floatVLimit then if objectPlayer.Physics.VelocityDesired["y"] > 0 then vectorPlayerVelocity = objectPlayer.Physics.Velocity vectorPlayerVelocityDesired = objectPlayer.Physics.VelocityDesired vectorCurrentPos["y"] = floatVLimit vectorPlayerVelocity["y"] = 0 --vectorPlayerVelocityDesired["y"] = 0 objectPlayer.Physics.Velocity = vectorPlayerVelocity objectPlayer.Physics.VelocityDesired = vectorPlayerVelocityDesired end elseif vectorCurrentPos["y"] < (-1 * floatVLimit) then if objectPlayer.Physics.VelocityDesired["y"] < 0 then vectorPlayerVelocity = objectPlayer.Physics.Velocity vectorPlayerVelocityDesired = objectPlayer.Physics.VelocityDesired vectorCurrentPos["y"] = (-1 * floatVLimit) vectorPlayerVelocity["y"] = 0 --vectorPlayerVelocityDesired["y"] = 0 objectPlayer.Physics.Velocity = vectorPlayerVelocity objectPlayer.Physics.VelocityDesired = vectorPlayerVelocityDesired end end