Open the downloaded ZIP product file and drop the folder in it somewhere in your resources folder. Add your product key (get it here) to the settings.ini
file and add start BigDaddy-VehicleDamage
to your server.cfg
.
DO NOT RENAME THE FOLDER.
If you change the name of the folder it will not function correctly so leave the name as it is.
When you are hydroplaning or sliding on the snow... your speedometer will go way up past where you think that vehicle can drive. You are NOT actually going faster. That is your wheels spinning because they have no traction. I mean it's like ZERO traction so your wheels start spinning like crazy. This is built into the game, I did not program that. YOU ARE NOT ACTUALLY GOING FASTER.
CONFLICT WARNING
Any other vehicle damage script you have running will compete with this one and they will cause your vehicle to go from full health to zero health with one tiny collision. If you tap a speed limit sign and your engine goes red immediately, you have another script running that deals with vehicle damage. You must remove anything else that tries to control engine health, unless it is a repair script only.
SETTING | DEFAULT | DESCRIPTION | ||
---|---|---|---|---|
[licensing] | ||||
key1 | none | This is where you put your product key | ||
[settings] | ||||
allowRepair | true | allow /repair and /setdamaage commands | ||
keepFuelLevelOnRepair | true | If repair command is run, this set to true will not change the fuel level when repaird but will remember what it was set at | ||
permissionToRepair | false | set to true to limit use of the above commands to only those with the ace permissions on the next line down | ||
acePermissionToRepair | command | the ace permission allowed if permission is true above | ||
menuKey | 57 | key to open menu | ||
[damages] | These settings should only be changed if you know what you are doing otherwise they work very well as is | |||
deformationMultiplier | -1 | How much deformation a collision causes. 0.0 to 10.0 0.0 is none and 10.0 is 10x the deformation. -1=disabled. Visual damage is not always synced with other players. | ||
deformationExponent | 0.4 | handling file deformation to be moved toward 1.0. (Makes cars more similar). A value of 1=no change. Lower values will compress more, values above 1 it will expand. Don't set to zero or negative. | ||
collisionDamageExponent | 0.6 | same but with collisions | ||
damageFactorEngine | 2.0 | between 1 and 100 are good. Higher values means more damage | ||
damageFactorBody | 3.0 | between 1 and 100 are good. Higher values means more damage | ||
damageFactorPetrolTank | 50.0 | between 1 and 200 are good. Higher values means more damage | ||
engineDamageExponent | 0.6 | handling file engine damage setting to be moved toward 1.0. (Make cars more similar). A value of 1=no change. Lower values will compress more, values above 1 it will expand. Don't set to zero or negative. | ||
weaponsDamageMultiplier | 2.0 | damage from weapons fire. Range 0.0 to 10.0, 0.0 is no damage and 10.0 is 10x damage. -1=not set | ||
degradingHealthSpeedFactor | 10 | Speed of slowly degrading health, but not failure. Higher values means faster degradation | ||
allowOverheating | true | DEPRECATED low engine health & high speed = overheating which leads to engine damage - and possible fire | ||
cascadingFailureSpeedFactor | 8.0 | between 1 and 100 are good. 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. | ||
degradingFailureThreshold | 800.0 | slow health degradation will set in below this | ||
cascadingFailureThreshold | 360.0 | health cascading failure will set in below this | ||
engineSafeGuard | 100.0 | lowest engine failure value. 100 is a good value for this | ||
torqueMultiplierEnabled | true | Lose engine torque as the damage increases... slows the vehicle down when damaged | ||
limpMode | 0.19 | If true, the engine never fails completely | ||
limpModeMultiplier | 0.10 | The torque to use when vehicle is limping. Good values are 0.05 to 0.25 | ||
preventVehicleFlip | true | If true, you cannot control the "flipping" of a vehicle that has turned over. | ||
casualDriver | false | If true, the accelerator response is scaled to enable easy slow driving. Does not work with keyboard. Set to false to disable. | ||
casualDriverAcceleratorCurve | 7.5 | 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. | ||
casualDriverBrakeCurve | 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. | ||
randomTireBlowOutInterval | 5 | Number of minutes statistically driving above 60 mph before you get a tire blow out. 0 = disabled | ||
allowEngineFires | true | |||
fireChance | 100 | percent chance that a file will happen with right circumstances | ||
[damageClassMultiplier] | These either increase or decrease damage per vehicle class. > 1.0 increases and < 1.0 decreases. Do not use negative numbers. | |||
0 | 1.0 | Compacts | ||
1 | 1.0 | Sedans | ||
2 | 1.0 | SUVs | ||
3 | 1.0 | Coupes | ||
4 | 1.0 | Muscle | ||
5 | 1.0 | Sports Classics | ||
6 | 1.0 | Sports | ||
7 | 1.0 | Super | ||
8 | 0.25 | Motorcycles | ||
9 | 0.7 | Off-road | ||
10 | 0.25 | Industrial | ||
11 | 1.0 | Utility | ||
12 | 1.0 | Vans | ||
13 | 1.0 | Cycles | ||
14 | 0.5 | Boats | ||
15 | 1.0 | Helicopters | ||
16 | 1.0 | Planes | ||
17 | 1.0 | Service | ||
18 | 0.3 | Emergency | ||
19 | 0.75 | Military | ||
20 | 1.0 | Commercial | ||
21 | 1.0 | Trains | ||
[rollovers] | ||||
allowRollovers | true | to allow this script to control rollovers set to true | ||
NPCBaseRolloverProbability | 20 | to increase probability of NPCs rolling over when conditions are met, set to higher number. Best values between 0 and 40 | ||
PlayerBaseRolloverProbability | 20 | to increase probability of players rolling over when conditions are met, set to higher number. Best values between 0 and 40 | ||
ExplodeChance | 5 | percent chance explosion might happen during rollover 0 = never 100 = always | ||
RolloverForceMultiplier | 1.03 | how much force to initially apply to start rollover - too much can cause unrealistic forces | ||
allowAIRollovers | true | set true for AI to also have rollovers | ||
ExtendedRollovers | false | if you want the rollovers to be bigger, set this to true (it's subtle) | ||
HydroplaningChance | 50 | chance of hydroplaning if criteria are met (this is not percentage, it's just a number used in the formula) valid numbers are 0-100 | ||
NoControlWhileAirborne | true | if you do not want people to be able to magically control the vehicle while airborne, set this to true | ||
[tiredamage] | ||||
damageChance | 50 | chance of damage happening when you meet the minimum forces. Values between 1 and 100 with 100 being always and 1 being almost never. zero to disable tire damage completely | ||
airtimeMinimum | 1.0 | amount of time (in seconds) airborne before tire damage "could" occur when landing .1 to 4.0 are probably the range to stick to | ||
suspensionCompressionMinimum | 0.25 | amount of compression to the suspension (how hard you land) after a jump before tire damage "could" occur. Probably leave it at .25 for best results. Range is about 0.1 to 0.33 or so from what I have seen. | ||
runflat | true | true means the tire if flat will not come off the rim but just let you drive on it flat | ||
randomflats | true | true means you could get a flat just ramdomly |
/repair
repairs the vehicle you are driving
/setdamage
n
set the damagelevel on the vehicle you are driving - valid values for n are 0 - 100
/tiredamage
?
set tire damage valid values for ? are all (all tires), rf (right front), lf (left front), rb (right rear), lb (left rear), f (all front), b (all rear), l (all left), r (all right), blank (fix all tires), wheel (to toggle wheel damage)
/rollovers
will toggle vehicle rollovers on and off on the client. This command will only take effect when you get into a vehicle. So if you use it in the vehicle, you will need to get out and back in before it will change.
/vehicledamage
brings up the menu or the key set in the config
If you are in a vehicle and choose Repair Engine form the repair menu, it will be repaired immediately. If you are near a vehicle but not in it you will walk to the engine and open the "hood" and "fix" it.
Same with a flat tire if you choose Repair Closest Tire
BigDaddy-VehicleDamage:repair
repairs the vehicle you are driving. This is for other resources like garage/mechancic scripts to be able to use the repair command without conflict.