Config = {} -- Make sure the resource name is jraxion_handlingeditor, it will break the resource if you rename it. Config.isAllowed = function(source) --server side. most frameworks already have this. -- if you know what you are doing, edit server/server.lua to change the permission. if IsPlayerAceAllowed(source, 'admin') or IsPlayerAceAllowed(source, 'command') then return true end return false end Config.Precision = 10000.0 Config.Values = { -- Physical fMass = { name = "Vehicle Mass", type = "float", change = 100.0, min = 100.0, max = 5000.0, description = "Vehicle weight in kilograms. Affects collision physics." }, fInitialDragCoeff = { name = "Drag Coefficient", type = "float", change = 1, min = 10.0, max = 120.0, description = "Aerodynamic drag coefficient. Higher values increase air resistance." }, fPopUpLightRotation = { name = "Pop-up Light Rotation", type = "float", change = 1.0, min = 0.0, max = 90.0, description = "Angle of pop-up headlights when deployed" }, fPercentSubmerged = { name = "Submersion Percentage", type = "float", change = 5.0, min = 0.0, max = 100.0, description = "Percentage of vehicle that must be submerged before sinking. Default is 85%." }, vecCentreOfMassOffset = { name = "Centre of Mass Offset", type = "vector", change = 0.1, min = -2.0, max = 2.0, description = "Center of mass offset from vehicle origin", components = { x = {name = "X Offset", description = "Left/Right offset"}, y = {name = "Y Offset", description = "Front/Back offset"}, z = {name = "Z Offset", description = "Up/Down offset"} } }, vecInertiaMultiplier = { name = "Inertia Multiplier", type = "vector", change = 0.1, min = 0.0, max = 3.0, description = "Inertia multiplier for each axis", components = { x = {name = "X Multiplier", description = "Roll inertia"}, y = {name = "Y Multiplier", description = "Pitch inertia"}, z = {name = "Z Multiplier", description = "Yaw inertia"} } }, fSeatOffsetDistX = { name = "Seat X Offset", type = "float", change = 0.1, min = -2.0, max = 2.0, description = "Driver seat left/right offset" }, fSeatOffsetDistY = { name = "Seat Y Offset", type = "float", change = 0.1, min = -2.0, max = 2.0, description = "Driver seat front/back offset" }, fSeatOffsetDistZ = { name = "Seat Z Offset", type = "float", change = 0.1, min = -2.0, max = 2.0, description = "Driver seat up/down offset" }, -- Transmission fDriveBiasFront = { name = "Drive Type", type = "float", change = 0.05, min = 0.0, max = 1.0, description = "Drive type: 0.0 = RWD, 1.0 = FWD, 0.5 = balanced 4WD" }, nInitialDriveGears = { name = "Number of Gears", type = "int", change = 1, min = 1, max = 8, description = "Number of forward gears in the transmission" }, fInitialDriveForce = { name = "Engine Power", type = "float", change = 0.1, min = 0.01, max = 2.0, description = "Engine power multiplier. Higher values increase acceleration." }, fDriveInertia = { name = "Engine Rev Speed", type = "float", change = 1, min = 0.01, max = 2.0, description = "Engine rev speed. Higher values make engine reach redline faster." }, fClutchChangeRateScaleUpShift = { name = "Upshift Speed", type = "float", change = 0.5, min = 0.1, max = 10.0, description = "Upshift speed multiplier. Higher values = faster shifts." }, fClutchChangeRateScaleDownShift = { name = "Downshift Speed", type = "float", change = 0.5, min = 0.1, max = 10.0, description = "Downshift speed multiplier. Higher values = faster shifts." }, fInitialDriveMaxFlatVel = { name = "Top Speed", type = "float", change = 5.0, min = 0.0, max = 500.0, description = "Top speed at redline in highest gear (multiply by 0.82 for MPH)" }, -- Brakes fBrakeForce = { name = "Brake Power", type = "float", change = 0.2, min = 0.01, max = 2.0, description = "Brake power multiplier. Higher values increase braking force." }, fBrakeBiasFront = { name = "Brake Balance", type = "float", change = 0.1, min = 0.0, max = 1.0, description = "Brake distribution: 0.0 = rear only, 1.0 = front only, 0.5 = balanced" }, fHandBrakeForce = { name = "Handbrake Power", type = "float", change = 0.2, min = 0.0, max = 5.0, description = "Handbrake power multiplier. Higher values increase handbrake strength." }, -- Steering fSteeringLock = { name = "Steering Angle", type = "float", change = 5.0, min = 10.0, max = 70.0, description = "Maximum steering angle. Higher values increase turn radius." }, -- Traction fTractionCurveMax = { name = "Cornering Grip", type = "float", change = 0.1, min = 0.1, max = 4.0, description = "Maximum cornering grip multiplier" }, fTractionCurveMin = { name = "Acceleration Grip", type = "float", change = 0.1, min = 0.1, max = 4.0, description = "Minimum acceleration/braking grip multiplier" }, fTractionCurveLateral = { name = "Lateral Grip", type = "float", change = 1.0, min = 0.0, max = 4.0, description = "Lateral grip curve shape" }, fTractionSpringDeltaMax = { name = "Traction Height Loss", type = "float", change = 0.01, min = 0.0, max = 0.3, description = "Height at which vehicle loses traction" }, fLowSpeedTractionLossMult = { name = "Burnout Effect", type = "float", change = 0.1, min = 0.0, max = 2.0, description = "Low speed traction loss. Higher values increase burnout effect." }, fCamberStiffnesss = { name = "Drift Control", type = "float", change = 0.01, min = -1.0, max = 1.0, description = "Drift grip modifier. Positive values maintain drift angle, negative values cause oversteer." }, fTractionBiasFront = { name = "Traction Balance", type = "float", change = 0.01, min = 0.01, max = 0.99, description = "Traction distribution: 0.01 = rear bias, 0.99 = front bias, 0.5 = balanced" }, fTractionLossMult = { name = "Surface Grip Loss", type = "float", change = 1.0, min = 0.0, max = 2.0, description = "Surface traction loss multiplier. Higher values reduce grip on all surfaces." }, -- Suspension fSuspensionForce = { name = "Suspension Force", type = "float", change = 0.1, min = 0.0, max = 5.0, description = "Suspension spring force" }, fSuspensionCompDamp = { name = "Compression Damping", type = "float", change = 0.1, min = 0.0, max = 5.0, description = "Suspension compression damping" }, fSuspensionReboundDamp = { name = "Rebound Damping", type = "float", change = 0.1, min = 0.0, max = 5.0, description = "Suspension rebound damping" }, fSuspensionUpperLimit = { name = "Upper Limit", type = "float", change = 0.01, min = 0.0, max = 0.5, description = "Suspension upper movement limit" }, fSuspensionLowerLimit = { name = "Lower Limit", type = "float", change = 0.01, min = -0.5, max = 0.0, description = "Suspension lower movement limit" }, fSuspensionRaise = { name = "Ride Height", type = "float", change = 0.01, min = -0.2, max = 0.2, description = "Vehicle ride height adjustment" }, fSuspensionBiasFront = { name = "Suspension Balance", type = "float", change = 0.01, min = 0.0, max = 1.0, description = "Suspension force distribution" }, fAntiRollBarForce = { name = "Anti-Roll Force", type = "float", change = 0.1, min = 0.0, max = 2.0, description = "Anti-roll bar force" }, fAntiRollBarBiasFront = { name = "Anti-Roll Balance", type = "float", change = 0.01, min = 0.0, max = 1.0, description = "Anti-roll bar force distribution" }, fRollCentreHeightFront = { name = "Front Roll Height", type = "float", change = 0.01, min = 0.0, max = 1.0, description = "Front roll center height" }, fRollCentreHeightRear = { name = "Rear Roll Height", type = "float", change = 0.01, min = 0.0, max = 1.0, description = "Rear roll center height" }, -- Damage fCollisionDamageMult = { name = "Collision Damage", type = "float", change = 1.0, min = 0.0, max = 2.0, description = "Collision damage multiplier" }, fWeaponDamageMult = { name = "Weapon Damage", type = "float", change = 1.0, min = 0.0, max = 2.0, description = "Weapon damage multiplier" }, fDeformationDamageMult = { name = "Visual Damage", type = "float", change = 1.0, min = 0.0, max = 2.0, description = "Visual damage deformation multiplier" }, fEngineDamageMult = { name = "Engine Damage", type = "float", change = 1.0, min = 0.0, max = 2.0, description = "Engine damage multiplier" }, -- Misc fPetrolTankVolume = { name = "Fuel Capacity", type = "float", change = 1.0, min = 0.0, max = 100.0, description = "Fuel tank capacity" }, fOilVolume = { name = "Oil Capacity", type = "float", change = 1.0, min = 0.0, max = 10.0, description = "Engine oil capacity" }, nMonetaryValue = { name = "Vehicle Value", type = "int", change = 1.0, min = 0, max = 1000000, description = "Vehicle monetary value" }, strModelFlags = { name = "Model Flags", type = "string", description = "Vehicle model flags" }, strHandlingFlags = { name = "Handling Flags", type = "string", description = "Vehicle handling flags" }, strDamageFlags = { name = "Damage Flags", type = "string", description = "Vehicle damage flags" } }