c22243d4cc
This reverts commit e520d9a1a3a11d830a2bab82b9161f4ddb900cad.
425 lines
11 KiB
Lua
425 lines
11 KiB
Lua
Config = {}
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-- Make sure the resource name is jraxion_handlingeditor, it will break the resource if you rename it.
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Config.isAllowed = function(source) --server side. most frameworks already have this.
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-- if you know what you are doing, edit server/server.lua to change the permission.
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if IsPlayerAceAllowed(source, 'admin') or IsPlayerAceAllowed(source, 'command') then
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return true
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end
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return false
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end
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Config.Precision = 10000.0
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Config.Values = {
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-- Physical
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fMass = {
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name = "Vehicle Mass",
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type = "float",
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change = 100.0,
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min = 100.0,
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max = 5000.0,
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description = "Vehicle weight in kilograms. Affects collision physics."
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},
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fInitialDragCoeff = {
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name = "Drag Coefficient",
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type = "float",
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change = 1,
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min = 10.0,
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max = 120.0,
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description = "Aerodynamic drag coefficient. Higher values increase air resistance."
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},
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fPopUpLightRotation = {
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name = "Pop-up Light Rotation",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 90.0,
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description = "Angle of pop-up headlights when deployed"
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},
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fPercentSubmerged = {
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name = "Submersion Percentage",
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type = "float",
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change = 5.0,
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min = 0.0,
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max = 100.0,
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description = "Percentage of vehicle that must be submerged before sinking. Default is 85%."
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},
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vecCentreOfMassOffset = {
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name = "Centre of Mass Offset",
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type = "vector",
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change = 0.1,
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min = -2.0,
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max = 2.0,
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description = "Center of mass offset from vehicle origin",
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components = {
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x = {name = "X Offset", description = "Left/Right offset"},
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y = {name = "Y Offset", description = "Front/Back offset"},
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z = {name = "Z Offset", description = "Up/Down offset"}
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}
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},
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vecInertiaMultiplier = {
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name = "Inertia Multiplier",
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type = "vector",
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change = 0.1,
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min = 0.0,
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max = 3.0,
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description = "Inertia multiplier for each axis",
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components = {
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x = {name = "X Multiplier", description = "Roll inertia"},
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y = {name = "Y Multiplier", description = "Pitch inertia"},
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z = {name = "Z Multiplier", description = "Yaw inertia"}
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}
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},
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fSeatOffsetDistX = {
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name = "Seat X Offset",
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type = "float",
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change = 0.1,
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min = -2.0,
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max = 2.0,
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description = "Driver seat left/right offset"
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},
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fSeatOffsetDistY = {
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name = "Seat Y Offset",
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type = "float",
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change = 0.1,
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min = -2.0,
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max = 2.0,
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description = "Driver seat front/back offset"
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},
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fSeatOffsetDistZ = {
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name = "Seat Z Offset",
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type = "float",
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change = 0.1,
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min = -2.0,
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max = 2.0,
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description = "Driver seat up/down offset"
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},
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-- Transmission
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fDriveBiasFront = {
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name = "Drive Type",
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type = "float",
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change = 0.05,
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min = 0.0,
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max = 1.0,
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description = "Drive type: 0.0 = RWD, 1.0 = FWD, 0.5 = balanced 4WD"
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},
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nInitialDriveGears = {
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name = "Number of Gears",
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type = "int",
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change = 1,
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min = 1,
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max = 8,
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description = "Number of forward gears in the transmission"
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},
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fInitialDriveForce = {
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name = "Engine Power",
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type = "float",
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change = 0.1,
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min = 0.01,
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max = 2.0,
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description = "Engine power multiplier. Higher values increase acceleration."
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},
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fDriveInertia = {
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name = "Engine Rev Speed",
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type = "float",
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change = 1,
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min = 0.01,
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max = 2.0,
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description = "Engine rev speed. Higher values make engine reach redline faster."
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},
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fClutchChangeRateScaleUpShift = {
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name = "Upshift Speed",
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type = "float",
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change = 0.5,
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min = 0.1,
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max = 10.0,
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description = "Upshift speed multiplier. Higher values = faster shifts."
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},
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fClutchChangeRateScaleDownShift = {
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name = "Downshift Speed",
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type = "float",
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change = 0.5,
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min = 0.1,
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max = 10.0,
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description = "Downshift speed multiplier. Higher values = faster shifts."
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},
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fInitialDriveMaxFlatVel = {
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name = "Top Speed",
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type = "float",
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change = 5.0,
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min = 0.0,
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max = 500.0,
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description = "Top speed at redline in highest gear (multiply by 0.82 for MPH)"
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},
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-- Brakes
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fBrakeForce = {
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name = "Brake Power",
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type = "float",
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change = 0.2,
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min = 0.01,
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max = 2.0,
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description = "Brake power multiplier. Higher values increase braking force."
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},
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fBrakeBiasFront = {
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name = "Brake Balance",
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type = "float",
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change = 0.1,
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min = 0.0,
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max = 1.0,
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description = "Brake distribution: 0.0 = rear only, 1.0 = front only, 0.5 = balanced"
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},
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fHandBrakeForce = {
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name = "Handbrake Power",
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type = "float",
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change = 0.2,
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min = 0.0,
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max = 5.0,
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description = "Handbrake power multiplier. Higher values increase handbrake strength."
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},
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-- Steering
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fSteeringLock = {
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name = "Steering Angle",
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type = "float",
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change = 5.0,
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min = 10.0,
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max = 70.0,
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description = "Maximum steering angle. Higher values increase turn radius."
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},
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-- Traction
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fTractionCurveMax = {
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name = "Cornering Grip",
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type = "float",
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change = 0.1,
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min = 0.1,
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max = 4.0,
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description = "Maximum cornering grip multiplier"
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},
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fTractionCurveMin = {
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name = "Acceleration Grip",
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type = "float",
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change = 0.1,
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min = 0.1,
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max = 4.0,
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description = "Minimum acceleration/braking grip multiplier"
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},
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fTractionCurveLateral = {
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name = "Lateral Grip",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 4.0,
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description = "Lateral grip curve shape"
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},
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fTractionSpringDeltaMax = {
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name = "Traction Height Loss",
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type = "float",
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change = 0.01,
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min = 0.0,
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max = 0.3,
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description = "Height at which vehicle loses traction"
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},
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fLowSpeedTractionLossMult = {
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name = "Burnout Effect",
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type = "float",
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change = 0.1,
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min = 0.0,
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max = 2.0,
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description = "Low speed traction loss. Higher values increase burnout effect."
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},
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fCamberStiffnesss = {
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name = "Drift Control",
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type = "float",
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change = 0.01,
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min = -1.0,
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max = 1.0,
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description = "Drift grip modifier. Positive values maintain drift angle, negative values cause oversteer."
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},
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fTractionBiasFront = {
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name = "Traction Balance",
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type = "float",
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change = 0.01,
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min = 0.01,
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max = 0.99,
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description = "Traction distribution: 0.01 = rear bias, 0.99 = front bias, 0.5 = balanced"
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},
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fTractionLossMult = {
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name = "Surface Grip Loss",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 2.0,
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description = "Surface traction loss multiplier. Higher values reduce grip on all surfaces."
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},
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-- Suspension
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fSuspensionForce = {
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name = "Suspension Force",
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type = "float",
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change = 0.1,
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min = 0.0,
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max = 5.0,
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description = "Suspension spring force"
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},
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fSuspensionCompDamp = {
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name = "Compression Damping",
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type = "float",
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change = 0.1,
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min = 0.0,
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max = 5.0,
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description = "Suspension compression damping"
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},
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fSuspensionReboundDamp = {
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name = "Rebound Damping",
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type = "float",
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change = 0.1,
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min = 0.0,
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max = 5.0,
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description = "Suspension rebound damping"
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},
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fSuspensionUpperLimit = {
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name = "Upper Limit",
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type = "float",
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change = 0.01,
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min = 0.0,
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max = 0.5,
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description = "Suspension upper movement limit"
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},
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fSuspensionLowerLimit = {
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name = "Lower Limit",
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type = "float",
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change = 0.01,
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min = -0.5,
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max = 0.0,
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description = "Suspension lower movement limit"
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},
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fSuspensionRaise = {
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name = "Ride Height",
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type = "float",
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change = 0.01,
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min = -0.2,
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max = 0.2,
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description = "Vehicle ride height adjustment"
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},
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fSuspensionBiasFront = {
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name = "Suspension Balance",
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type = "float",
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change = 0.01,
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min = 0.0,
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max = 1.0,
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description = "Suspension force distribution"
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},
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fAntiRollBarForce = {
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name = "Anti-Roll Force",
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type = "float",
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change = 0.1,
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min = 0.0,
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max = 2.0,
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description = "Anti-roll bar force"
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},
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fAntiRollBarBiasFront = {
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name = "Anti-Roll Balance",
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type = "float",
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change = 0.01,
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min = 0.0,
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max = 1.0,
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description = "Anti-roll bar force distribution"
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},
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fRollCentreHeightFront = {
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name = "Front Roll Height",
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type = "float",
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change = 0.01,
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min = 0.0,
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max = 1.0,
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description = "Front roll center height"
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},
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fRollCentreHeightRear = {
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name = "Rear Roll Height",
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type = "float",
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change = 0.01,
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min = 0.0,
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max = 1.0,
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description = "Rear roll center height"
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},
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-- Damage
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fCollisionDamageMult = {
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name = "Collision Damage",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 2.0,
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description = "Collision damage multiplier"
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},
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fWeaponDamageMult = {
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name = "Weapon Damage",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 2.0,
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description = "Weapon damage multiplier"
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},
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fDeformationDamageMult = {
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name = "Visual Damage",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 2.0,
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description = "Visual damage deformation multiplier"
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},
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fEngineDamageMult = {
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name = "Engine Damage",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 2.0,
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description = "Engine damage multiplier"
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},
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-- Misc
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fPetrolTankVolume = {
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name = "Fuel Capacity",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 100.0,
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description = "Fuel tank capacity"
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},
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fOilVolume = {
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name = "Oil Capacity",
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type = "float",
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change = 1.0,
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min = 0.0,
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max = 10.0,
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description = "Engine oil capacity"
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},
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nMonetaryValue = {
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name = "Vehicle Value",
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type = "int",
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change = 1.0,
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min = 0,
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max = 1000000,
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description = "Vehicle monetary value"
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},
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strModelFlags = {
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name = "Model Flags",
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type = "string",
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description = "Vehicle model flags"
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},
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strHandlingFlags = {
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name = "Handling Flags",
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type = "string",
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description = "Vehicle handling flags"
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},
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strDamageFlags = {
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name = "Damage Flags",
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type = "string",
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description = "Vehicle damage flags"
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}
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}
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