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  1. ------------------------------------------
  2. -- iEnsomatic RealisticVehicleFailure --
  3. ------------------------------------------
  4. --
  5. -- Created by Jens Sandalgaard
  6. --
  7. -- This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
  8. --
  9. -- https://github.com/iEns/RealisticVehicleFailure
  10. --
  11.  
  12.  
  13. -- Configuration:
  14.  
  15. -- IMPORTANT: Some of these values MUST be defined as a floating point number. ie. 10.0 instead of 10
  16.  
  17. cfg = {
  18. 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.
  19. 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.
  20. 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.
  21.  
  22. damageFactorEngine = 1.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 10
  23. damageFactorBody = 1.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 10
  24. damageFactorPetrolTank = 20.0, -- Sane values are 1 to 200. Higher values means more damage to vehicle. A good starting point is 64
  25. 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.
  26. 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
  27. degradingHealthSpeedFactor = 3, -- 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
  28. cascadingFailureSpeedFactor = 4.0, -- 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
  29.  
  30. degradingFailureThreshold = 800.0, -- Below this value, slow health degradation will set in
  31. cascadingFailureThreshold = 260.0, -- Below this value, health cascading failure will set in
  32. 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.
  33.  
  34. torqueMultiplierEnabled = true, -- Decrease engine torque as engine gets more and more damaged
  35.  
  36. 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
  37. limpModeMultiplier = 0.15, -- The torque multiplier to use when vehicle is limping. Sane values are 0.05 to 0.25
  38.  
  39. preventVehicleFlip = false, -- If true, you can't turn over an upside down vehicle
  40.  
  41. 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.
  42. 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
  43. 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
  44.  
  45. displayBlips = true, -- Show blips for mechanics locations
  46.  
  47. 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)
  48.  
  49. randomTireBurstInterval = 120, -- Number of minutes (statistically, not precisely) to drive above 22 mph before you get a tire puncture. 0=feature is disabled
  50.  
  51.  
  52. -- Class Damagefactor Multiplier
  53. -- The damageFactor for engine, body and Petroltank will be multiplied by this value, depending on vehicle class
  54. -- Use it to increase or decrease damage for each class
  55.  
  56. classDamageMultiplier = {
  57. [0] = 1.0, -- 0: Compacts
  58. 0.5, -- 1: Sedans
  59. 0.5, -- 2: SUVs
  60. 0.5, -- 3: Coupes
  61. 0.5, -- 4: Muscle
  62. 0.5, -- 5: Sports Classics
  63. 0.5, -- 6: Sports
  64. 0.5, -- 7: Super
  65. 0.5, -- 8: Motorcycles
  66. 0.1, -- 9: Off-road
  67. 0.25, -- 10: Industrial
  68. 0.5, -- 11: Utility
  69. 0.5, -- 12: Vans
  70. 0.5, -- 13: Cycles
  71. 0.5, -- 14: Boats
  72. 0.5, -- 15: Helicopters
  73. 0.5, -- 16: Planes
  74. 0.5, -- 17: Service
  75. 0.5, -- 18: Emergency
  76. 0.5, -- 19: Military
  77. 0.5, -- 20: Commercial
  78. 0.5 -- 21: Trains
  79. }
  80. }
  81.  
  82.  
  83.  
  84. --[[
  85.  
  86. -- Alternate configuration values provided by ImDylan93 - Vehicles can take more damage before failure, and the balance between vehicles has been tweaked.
  87. -- To use: comment out the settings above, and uncomment this section.
  88.  
  89. cfg = {
  90.  
  91. 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
  92. 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.
  93. 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.
  94.  
  95. damageFactorEngine = 1.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 10
  96. damageFactorBody = 1.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 10
  97. damageFactorPetrolTank = 20.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 64
  98. 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.
  99. weaponsDamageMultiplier = 0.001, -- 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
  100. degradingHealthSpeedFactor = 3, -- 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
  101. cascadingFailureSpeedFactor = 4.0, -- 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
  102.  
  103. degradingFailureThreshold = 800.0, -- Below this value, slow health degradation will set in
  104. cascadingFailureThreshold = 260.0, -- Below this value, health cascading failure will set in
  105. 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.
  106.  
  107. torqueMultiplierEnabled = true, -- Decrease engine torge as engine gets more and more damaged
  108.  
  109. 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
  110. limpModeMultiplier = 0.15, -- The torque multiplier to use when vehicle is limping. Sane values are 0.05 to 0.25
  111.  
  112. preventVehicleFlip = false, -- If true, you can't turn over an upside down vehicle
  113.  
  114. 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.
  115. 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
  116. 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
  117.  
  118. displayBlips = true, -- Show blips for mechanics locations
  119.  
  120. classDamageMultiplier = {
  121. [0] = 1.0, -- 0: Compacts
  122. 0.5, -- 1: Sedans
  123. 0.5, -- 2: SUVs
  124. 0.5, -- 3: Coupes
  125. 0.5, -- 4: Muscle
  126. 0.5, -- 5: Sports Classics
  127. 0.5, -- 6: Sports
  128. 0.5, -- 7: Super
  129. 0.5, -- 8: Motorcycles
  130. 0.1, -- 9: Off-road
  131. 0.25, -- 10: Industrial
  132. 0.5, -- 11: Utility
  133. 0.5, -- 12: Vans
  134. 0.5, -- 13: Cycles
  135. 0.5, -- 14: Boats
  136. 0.5, -- 15: Helicopters
  137. 0.5, -- 16: Planes
  138. 0.5, -- 17: Service
  139. 0.5, -- 18: Emergency
  140. 0.5, -- 19: Military
  141. 0.5, -- 20: Commercial
  142. 0.5 -- 21: Trains
  143. }
  144. }
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