Vehicle Damage
POPULAR LINKS
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INSTALLATION
- 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.inifile - Add
start BigDaddy-VehicleDamageto yourserver.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.
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WARNINGS
Hydroplaning/Sliding
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.
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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.
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CONFIGURATION
| SETTING | DEFAULT | DESCRIPTION |
|---|---|---|
| [licensing] | ||
| key1 | none | This is where you put your product key |
| [settings] | ||
| allowRepair | false | Whether vehicle repairs are allowed through the script |
| keepFuelLevelOnRepair | true | Whether repairing a vehicle preserves its current fuel level |
| permissionToRepair | false | Whether permissions are required to use repair functionality |
| acePermissionToRepair | Command | ACE permission required to repair vehicles |
| menukey | 57 | Default key used to open the menu |
| disableMenu | false | Whether the repair/configuration menu is disabled - NOTE this also has to be changed in the menu.ini to completely remove the menu |
| DesyncKey | 777621053120 | Internal synchronization key. Do not change this value |
| [damages] | Best to leave these as is. These settings work very well. | |
| deformationMultiplier | -1 | Controls how much visual deformation collisions cause. -1 disables modification |
| deformationExponent | 0.4 | Adjusts vehicle deformation toward a normalized value |
| collisionDamageExponent | 0.6 | Adjusts how collision damage scales between vehicles |
| damageFactorEngine | 2.0 | Multiplier for engine damage from impacts |
| damageFactorBody | 3.0 | Multiplier for body damage from impacts |
| damageFactorPetrolTank | 50.0 | Multiplier for fuel tank damage |
| engineDamageExponent | 0.6 | Adjusts how engine damage scales between vehicles |
| weaponsDamageMultiplier | 2.0 | Multiplier for weapon damage to vehicles |
| degradingHealthSpeedFactor | 10 | Speed at which damaged vehicles slowly continue degrading |
| cascadingFailureSpeedFactor | 8.0 | Speed of rapid engine failure once below the cascading threshold |
| degradingFailureThreshold | 800.0 | Vehicle health level where gradual degradation begins |
| cascadingFailureThreshold | 360.0 | Vehicle health level where rapid cascading failure begins |
| engineSafeGuard | 100.0 | Lowest engine health value allowed before total engine death |
| torqueMultiplierEnabled | true | Whether engine torque decreases as damage increases |
| limpMode | true | Prevents engines from failing completely |
| limpModeMultiplier | 0.10 | Torque multiplier applied while in limp mode |
| preventVehicleFlip | true | Prevents players from controlling overturned vehicles to flip them back over |
| compatibilityMode | false | Prevents other scripts from modifying fuel tank health |
| randomTireBlowOutInterval | 5 | Average minutes above 60 MPH before a random tire blowout can occur |
| allowEngineFires | true | Whether damaged and overheated engines can catch fire |
| fireChance | 100 | Chance that an overheated damaged engine catches fire |
| [damageClassMultiplier] | ||
| 0 | 1.0 | Damage multiplier for Compacts |
| 1 | 1.0 | Damage multiplier for Sedans |
| 2 | 1.0 | Damage multiplier for SUVs |
| 3 | 1.0 | Damage multiplier for Coupes |
| 4 | 1.0 | Damage multiplier for Muscle vehicles |
| 5 | 1.0 | Damage multiplier for Sports Classics |
| 6 | 1.0 | Damage multiplier for Sports vehicles |
| 7 | 1.0 | Damage multiplier for Super vehicles |
| 8 | 0.25 | Damage multiplier for Motorcycles |
| 9 | 0.7 | Damage multiplier for Off-road vehicles |
| 10 | 0.25 | Damage multiplier for Industrial vehicles |
| 11 | 1.0 | Damage multiplier for Utility vehicles |
| 12 | 1.0 | Damage multiplier for Vans |
| 13 | 1.0 | Damage multiplier for Cycles |
| 14 | 0.5 | Damage multiplier for Boats |
| 15 | 1.0 | Damage multiplier for Helicopters |
| 16 | 1.0 | Damage multiplier for Planes |
| 17 | 1.0 | Damage multiplier for Service vehicles |
| 18 | 0.3 | Damage multiplier for Emergency vehicles |
| 19 | 0.75 | Damage multiplier for Military vehicles |
| 20 | 1.0 | Damage multiplier for Commercial vehicles |
| 21 | 1.0 | Damage multiplier for Trains |
| [rollovers] | ||
| allowRollovers | true | Whether rollover physics and behavior are enabled |
| NPCBaseRolloverProbability | 20 | Base chance for NPC vehicles to roll over |
| PlayerBaseRolloverProbability | 20 | Base chance for player vehicles to roll over |
| ExplodeChance | 5 | Chance a vehicle explodes during a rollover |
| RolloverForceMultiplier | 1.0 | Force multiplier applied when initiating rollovers |
| RolloverForceMultiplierSuv | 1.1 | SUV-specific rollover force multiplier |
| RolloverForceMultiplierCom | 1.2 | Commercial truck rollover force multiplier |
| allowAIRollovers | true | Whether AI vehicles can experience rollovers |
| ExtendedRollovers | false | Enables larger and more dramatic rollovers |
| HydroplaningChance | 50 | Chance of hydroplaning when conditions are met |
| DirtSlide | true | Whether vehicles can slide on dirt surfaces |
| NoControlWhileAirborne | true | Prevents players from controlling vehicles while airborne |
| RolloverEjectionChance | 50 | Chance players are ejected during rollovers |
| [tiredamage] | ||
| damageChance | 50 | Chance tire damage occurs when landing hard or meeting damage conditions |
| airtimeMinimum | 1.0 | Minimum airborne time before landing damage can occur |
| suspensionCompressionMinimum | 0.25 | Minimum suspension compression required before tire damage can occur |
| runflat | true | Whether flat tires stay attached and remain drivable |
| randomflats | true | Whether random tire punctures can occur |
COMMANDS
/repair repairs the vehicle you are driving (can be disabled in the settings.ini)
/setdamagen set the damagelevel on the vehicle you are driving - valid values for n are 0 - 100 (can be disabled in the settings.ini)
/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) (can be disabled in the settings.ini)
/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.
MENU
/vehicledamage brings up the menu or the key set in the config (unless disabled)
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
Disabling the menu
Technically the menu is not meant to be disabled. If you absolutely don't want the menu (half of the functionality will be missing without it) edit the
menu.iniand set menuDisabled to true and change the disableMenu option to true in thesettings.ini.
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EXPORTS
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.
returns bool
LUA
exports['BigDaddy-VehicleDamage']:repair()
C#
Exports["BigDaddy-VehicleDamage"].repair();