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Jul 22nd, 2019
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  1. cfg = {
  2. deformationMultiplier = -1, -- How much should the vehicle visually deform from a collision. Range 0.0 to 10.0 Where 0.0 is no deformation and 10.0 is 10x deformation. -1 = Don't touch. Visual damage does not sync well to other players.
  3. deformationExponent = 0.4, -- How much should the handling file deformation setting be compressed toward 1.0. (Make cars more similar). A value of 1=no change. Lower values will compress more, values above 1 it will expand. Dont set to zero or negative.
  4. collisionDamageExponent = 0.6, -- How much should the handling file deformation setting be compressed toward 1.0. (Make cars more similar). A value of 1=no change. Lower values will compress more, values above 1 it will expand. Dont set to zero or negative.
  5.  
  6. damageFactorEngine = 10.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 10
  7. damageFactorBody = 10.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 10
  8. damageFactorPetrolTank = 64.0, -- Sane values are 1 to 200. Higher values means more damage to vehicle. A good starting point is 64
  9. engineDamageExponent = 0.6, -- How much should the handling file engine damage setting be compressed toward 1.0. (Make cars more similar). A value of 1=no change. Lower values will compress more, values above 1 it will expand. Dont set to zero or negative.
  10. weaponsDamageMultiplier = 0.01, -- How much damage should the vehicle get from weapons fire. Range 0.0 to 10.0, where 0.0 is no damage and 10.0 is 10x damage. -1 = don't touch
  11. degradingHealthSpeedFactor = 10, -- Speed of slowly degrading health, but not failure. Value of 10 means that it will take about 0.25 second per health point, so degradation from 800 to 305 will take about 2 minutes of clean driving. Higher values means faster degradation
  12. cascadingFailureSpeedFactor = 8.0, -- Sane values are 1 to 100. When vehicle health drops below a certain point, cascading failure sets in, and the health drops rapidly until the vehicle dies. Higher values means faster failure. A good starting point is 8
  13.  
  14. degradingFailureThreshold = 800.0, -- Below this value, slow health degradation will set in
  15. cascadingFailureThreshold = 360.0, -- Below this value, health cascading failure will set in
  16. engineSafeGuard = 100.0, -- Final failure value. Set it too high, and the vehicle won't smoke when disabled. Set too low, and the car will catch fire from a single bullet to the engine. At health 100 a typical car can take 3-4 bullets to the engine before catching fire.
  17.  
  18. torqueMultiplierEnabled = true, -- Decrease engine torque as engine gets more and more damaged
  19.  
  20. limpMode = false, -- If true, the engine never fails completely, so you will always be able to get to a mechanic unless you flip your vehicle and preventVehicleFlip is set to true
  21. limpModeMultiplier = 0.15, -- The torque multiplier to use when vehicle is limping. Sane values are 0.05 to 0.25
  22.  
  23. preventVehicleFlip = true, -- If true, you can't turn over an upside down vehicle
  24.  
  25. sundayDriver = false, -- If true, the accelerator response is scaled to enable easy slow driving. Will not prevent full throttle. Does not work with binary accelerators like a keyboard. Set to false to disable. The included stop-without-reversing and brake-light-hold feature does also work for keyboards.
  26. sundayDriverAcceleratorCurve = 7.5, -- The response curve to apply to the accelerator. Range 0.0 to 10.0. Higher values enables easier slow driving, meaning more pressure on the throttle is required to accelerate forward. Does nothing for keyboard drivers
  27. sundayDriverBrakeCurve = 5.0, -- The response curve to apply to the Brake. Range 0.0 to 10.0. Higher values enables easier braking, meaning more pressure on the throttle is required to brake hard. Does nothing for keyboard drivers
  28.  
  29. displayBlips = false, -- Show blips for mechanics locations
  30.  
  31. compatibilityMode = false, -- prevents other scripts from modifying the fuel tank health to avoid random engine failure with BVA 2.01 (Downside is it disabled explosion prevention)
  32.  
  33. randomTireBurstInterval = 0, -- Number of minutes (statistically, not precisely) to drive above 22 mph before you get a tire puncture. 0=feature is disabled
  34.  
  35.  
  36. -- Class Damagefactor Multiplier
  37. -- The damageFactor for engine, body and Petroltank will be multiplied by this value, depending on vehicle class
  38. -- Use it to increase or decrease damage for each class
  39.  
  40. classDamageMultiplier = {
  41. [0] = 1.0, -- 0: Compacts
  42. 1.0, -- 1: Sedans
  43. 1.0, -- 2: SUVs
  44. 1.0, -- 3: Coupes
  45. 1.0, -- 4: Muscle
  46. 1.0, -- 5: Sports Classics
  47. 1.0, -- 6: Sports
  48. 1.0, -- 7: Super
  49. 0.25, -- 8: Motorcycles
  50. 0.7, -- 9: Off-road
  51. 0.25, -- 10: Industrial
  52. 1.0, -- 11: Utility
  53. 1.0, -- 12: Vans
  54. 1.0, -- 13: Cycles
  55. 0.5, -- 14: Boats
  56. 1.0, -- 15: Helicopters
  57. 1.0, -- 16: Planes
  58. 1.0, -- 17: Service
  59. 0.75, -- 18: Emergency
  60. 0.75, -- 19: Military
  61. 1.0, -- 20: Commercial
  62. 1.0 -- 21: Trains
  63. }
  64. }
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