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0% found this document useful (0 votes)
14 views

Config Lua

vc bnffng

Uploaded by

anielskialex672
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 6

------------------------------------------

-- iEnsomatic RealisticVehicleFailure --
------------------------------------------
--
-- Created by Jens Sandalgaard
-- FIXED by Hyperz#0001
--
-- This work is licensed under a Creative Commons Attribution-ShareAlike 4.0
International License.
--
-- https://github.com/iEns/RealisticVehicleFailure
--

-- Configuration:

-- IMPORTANT: Some of these values MUST be defined as a floating point number. ie.
10.0 instead of 10

cfg = {
deformationMultiplier = -100, -- 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.
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.
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.

damageFactorEngine = 0.5, -- Sane values are 1 to


100. Higher values means more damage to vehicle. A good starting point is 10
damageFactorBody = 100.0, -- Sane values are 1 to
100. Higher values means more damage to vehicle. A good starting point is 10
damageFactorPetrolTank = 64.0, -- Sane values are 1 to
200. Higher values means more damage to vehicle. A good starting point is 64
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.
weaponsDamageMultiplier = 50.0, -- 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
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
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

degradingFailureThreshold = 800.0, -- Below this value, slow


health degradation will set in
cascadingFailureThreshold = 360.0, -- Below this value, health
cascading failure will set in
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.

torqueMultiplierEnabled = true, -- Decrease engine


torque as engine gets more and more damaged

limpMode = true, -- 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
limpModeMultiplier = 0.15, -- The torque multiplier
to use when vehicle is limping. Sane values are 0.05 to 0.25

preventVehicleFlip = true, -- If true, you can't


turn over an upside down vehicle

sundayDriver = true, -- 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.
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
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

displayBlips = true, -- Show blips for


mechanics locations

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)

randomTireBurstInterval = 0, -- Number of minutes


(statistically, not precisely) to drive above 22 mph before you get a tire
puncture. 0=feature is disabled

-- Class Damagefactor Multiplier


-- The damageFactor for engine, body and Petroltank will be multiplied by
this value, depending on vehicle class
-- Use it to increase or decrease damage for each class

classDamageMultiplier = {
[0] = 1.0, -- 0: Compacts
10.0, -- 1: Sedans
10.0, -- 2: SUVs
10.0, -- 3: Coupes
10.0, -- 4: Muscle
10.0, -- 5: Sports Classics
10.0, -- 6: Sports
10.0, -- 7: Super
0.25, -- 8: Motorcycles
0.25, -- 9: Off-road
0.25, -- 10: Industrial
1.0, -- 11: Utility
1.0, -- 12: Vans
1.0, -- 13: Cycles
0.5, -- 14: Boats
10.0, -- 15: Helicopters
10.0, -- 16: Planes
10.0, -- 17: Service
0.75, -- 18: Emergency
0.75, -- 19: Military
10.0, -- 20: Commercial
10.0 -- 21: Trains
}
}
--[[

-- Alternate configuration values provided by ImDylan93 - Vehicles can take


more damage before failure, and the balance between vehicles has been tweaked.
-- To use: comment out the settings above, and uncomment this section.

cfg = {

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
deformationExponent = 1.0, -- 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.
collisionDamageExponent = 1.0, -- 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.

damageFactorEngine = 5.1, -- Sane values are 1 to


100. Higher values means more damage to vehicle. A good starting point is 10
damageFactorBody = 5.1, -- Sane values are 1 to
100. Higher values means more damage to vehicle. A good starting point is 10
damageFactorPetrolTank = 61.0, -- Sane values are 1 to
100. Higher values means more damage to vehicle. A good starting point is 64
engineDamageExponent = 1.0, -- 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.
weaponsDamageMultiplier = 0.124, -- 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
degradingHealthSpeedFactor = 7.4, -- 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
cascadingFailureSpeedFactor = 1.5, -- 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

degradingFailureThreshold = 677.0, -- Below this value, slow


health degradation will set in
cascadingFailureThreshold = 310.0, -- Below this value, health
cascading failure will set in
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.

torqueMultiplierEnabled = true, -- Decrease engine torge


as engine gets more and more damaged

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
limpModeMultiplier = 0.15, -- The torque multiplier
to use when vehicle is limping. Sane values are 0.05 to 0.25

preventVehicleFlip = true, -- If true, you can't


turn over an upside down vehicle

sundayDriver = true, -- 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.
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
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

displayBlips = true, -- Show blips for


mechanics locations

classDamageMultiplier = {
[0] = 1.0, -- 0: Compacts
1.0, -- 1: Sedans
1.0, -- 2: SUVs
0.95, -- 3: Coupes
1.0, -- 4: Muscle
0.95, -- 5: Sports Classics
0.95, -- 6: Sports
0.95, -- 7: Super
0.27, -- 8: Motorcycles
0.7, -- 9: Off-road
0.25, -- 10: Industrial
0.35, -- 11: Utility
0.85, -- 12: Vans
1.0, -- 13: Cycles
0.4, -- 14: Boats
0.7, -- 15: Helicopters
0.7, -- 16: Planes
0.75, -- 17: Service
0.85, -- 18: Emergency
0.67, -- 19: Military
0.43, -- 20: Commercial
1.0 -- 21: Trains
}
}

]]--

-- End of Main Configuration

-- Configure Repair system

-- id=446 for wrench icon, id=72 for spraycan icon

repairCfg = {
mechanics = {
{name="Mechanic", id=446, r=25.0, x=-337.0, y=-135.0, z=39.0}, -- LSC
Burton
{name="Mechanic", id=446, r=25.0, x=-1155.0, y=-2007.0, z=13.0}, -- LSC
by airport
{name="Mechanic", id=446, r=25.0, x=734.0, y=-1085.0, z=22.0}, -- LSC
La Mesa
{name="Mechanic", id=446, r=25.0, x=1177.0, y=2640.0, z=37.0}, -- LSC
Harmony
{name="Mechanic", id=446, r=25.0, x=108.0, y=6624.0, z=31.0}, -- LSC
Paleto Bay
{name="Mechanic", id=446, r=18.0, x=538.0, y=-183.0, z=54.0}, --
Mechanic Hawic
{name="Mechanic", id=446, r=15.0, x=1774.0, y=3333.0, z=41.0}, --
Mechanic Sandy Shores Airfield
{name="Mechanic", id=446, r=15.0, x=1143.0, y=-776.0, z=57.0}, --
Mechanic Mirror Park
{name="Mechanic", id=446, r=30.0, x=2508.0, y=4103.0, z=38.0}, --
Mechanic East Joshua Rd.
{name="Mechanic", id=446, r=16.0, x=2006.0, y=3792.0, z=32.0}, --
Mechanic Sandy Shores gas station
{name="Mechanic", id=446, r=25.0, x=484.0, y=-1316.0, z=29.0}, --
Hayes Auto, Little Bighorn Ave.
{name="Mechanic", id=446, r=33.0, x=-1419.0, y=-450.0, z=36.0}, --
Hayes Auto Body Shop, Del Perro
{name="Mechanic", id=446, r=33.0, x=268.0, y=-1810.0, z=27.0}, --
Hayes Auto Body Shop, Davis
-- {name="Mechanic", id=446, r=24.0, x=288.0, y=-1730.0, z=29.0}, --
Hayes Auto, Rancho (Disabled, looks like a warehouse for the Davis branch)
{name="Mechanic", id=446, r=27.0, x=1915.0, y=3729.0, z=32.0}, --
Otto's Auto Parts, Sandy Shores
{name="Mechanic", id=446, r=45.0, x=-29.0, y=-1665.0, z=29.0}, --
Mosley Auto Service, Strawberry
{name="Mechanic", id=446, r=44.0, x=-212.0, y=-1378.0, z=31.0}, --
Glass Heroes, Strawberry
{name="Mechanic", id=446, r=33.0, x=258.0, y=2594.0, z=44.0}, --
Mechanic Harmony
{name="Mechanic", id=446, r=18.0, x=-32.0, y=-1090.0, z=26.0}, --
Simeons
{name="Mechanic", id=446, r=25.0, x=-211.0, y=-1325.0, z=31.0}, --
Bennys
{name="Mechanic", id=446, r=25.0, x=903.0, y=3563.0, z=34.0}, --
Auto Repair, Grand Senora Desert
{name="Mechanic", id=446, r=25.0, x=437.0, y=3568.0, z=38.0}
-- Auto Shop, Grand Senora Desert
},

fixMessages = {
"You put the oil plug back in",
"You stopped the oil leak using chewing gum",
"You repaired the oil tube with gaffer tape",
"You tightened the oil pan screw and stopped the dripping",
"You kicked the engine and it magically came back to life",
"You removed some rust from the spark tube",
"You yelled at your vehicle, and it somehow had an effect"
},
fixMessageCount = 7,

noFixMessages = {
"You checked the oil plug. It's still there",
"You looked at your engine, it seemed fine",
"You made sure that the gaffer tape was still holding the engine
together",
"You turned up the radio volume. It just drowned out the weird engine
noises",
"You added rust-preventer to the spark tube. It made no difference",
"Never fix something that ain't broken they said. You didn't listen. At
least it didn't get worse"
},
noFixMessageCount = 6
}

RepairEveryoneWhitelisted = false
RepairWhitelist =
{
"steam:123456789012345",
"steam:000000000000000",
"ip:192.168.0.1" -- not sure if ip whitelist works?
}

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