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Elite-Gaming-FiveM/resources/jraxion_handlingeditor/config.lua
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2025-11-05 23:26:27 -08:00

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Lua

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"
}
}