159 lines
5.9 KiB
INI
159 lines
5.9 KiB
INI
[licensing]
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key1=lpxkTJ3KjEwXV5OQTY0cyspNkKXrXDynyLLgK%2bwv8yUagcyQkfONgg%3d%3d
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[settings]
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allowRepair=true
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keepFuelLevelOnRepair=true
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permissionToRepair=false
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acePermissionToRepair=Command
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;if you do not want the menu at all, change this to -1 or some control that doesn't exist
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menukey=57
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; do not change this VERY IMPORTANT
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DesyncKey=777621053120
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[damages]
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; 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.
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deformationMultiplier=-1
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; 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. Dont set to zero or negative.
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deformationExponent=0.4
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; same but with collisions
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collisionDamageExponent=0.6
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; between 1 and 100 are good. Higher values means more damage
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damageFactorEngine=2.0
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; between 1 and 100 are good. Higher values means more damage
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damageFactorBody=3.0
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; between 1 and 200 are good. Higher values means more damage
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damageFactorPetrolTank=50.0
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; 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. Dont set to zero or negative.
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engineDamageExponent=0.6
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; damage from weapons fire. Range 0.0 to 10.0, 0.0 is no damage and 10.0 is 10x damage. -1=not set
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weaponsDamageMultiplier=2.0
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; Speed of slowly degrading health, but not failure. Higher values means faster degradation
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degradingHealthSpeedFactor=10
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; 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.
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cascadingFailureSpeedFactor=8.0
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; low engine health + high speed = overheating which leads to engine damage - also really high speed leads to overheatings
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;allowOverheating=false This has been disabled for now
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; slow health degradation will set in below this
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degradingFailureThreshold=800.0
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; health cascading failure will set in below this
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cascadingFailureThreshold=360.0
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; lowest engine failure value. 100 is a good value for this
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engineSafeGuard=100.0
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; Lose engine torque as the damage increases... slows the vehicle down when damaged
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torqueMultiplierEnabled=true
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; If true, the engine never fails completely
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limpMode=true
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; The torque to use when vehicle is limping. Good values are 0.05 to 0.25
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limpModeMultiplier=0.10
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; If true, you cannot control the "flipping" of a vehicle that has turned over.
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preventVehicleFlip=true
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; If true, the accelerator response is scaled to enable easy slow driving. Does not work with keyboard. Set to false to disable.
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casualDriver=false
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; The response curve to apply to the accelerator. Range 0.0 to 10.0. Higher values enables easier slow driving, meaning more pressure on the throttle is required to accelerate forward.
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casualDriverAcceleratorCurve=7.5
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; 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.
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casualDriverBrakeCurve=5.0
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; prevents other scripts from modifying the fuel tank health to avoid random engine failure
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compatibilityMode=false
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; Number of minutes statistically driving above 60 mph before you get a tire blow out. 0 = disabled
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randomTireBlowOutInterval=5
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; if low engine health and overheating happen, there is a change the engine catches fire.
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allowEngineFires=true
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; percent change that a fire will occur when the circumstances happen
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fireChance=100
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[damageClassMultiplier]
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; Compacts
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0=1.0
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; Sedans
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1=1.0
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; SUVs
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2=1.0
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; Coupes
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3=1.0
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; Muscle
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4=1.0
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; Sports Classics
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5=1.0
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; Sports
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6=1.0
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; Super
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7=1.0
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; Motorcycles
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8=0.25
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; Off-road
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9=0.7
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; Industrial
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10=0.25
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; Utility
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11=1.0
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; Vans
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12=1.0
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; Cycles
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13=1.0
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; Boats
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14=0.5
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; Helicopters
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15=1.0
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; Planes
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16=1.0
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; Service
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17=1.0
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; Emergency
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18=0.3
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; Military
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19=0.75
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; Commercial
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20=1.0
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; Trains
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21=1.0
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[rollovers]
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; to allow this script to control rollovers set to true
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allowRollovers=true
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; to increase probability of NPCs rolling over when conditions are met, set to higher number. Best values between 0 and 40
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NPCBaseRolloverProbability=20
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; to increase probability of players rolling over when conditions are met, set to higher number. Best values between 0 and 40
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PlayerBaseRolloverProbability=0
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; percent chance explosion might happen during rollover 0 = never 100 = always
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ExplodeChance=5
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; how much force to initially apply to start rollover - too much can cause unrealistic forces
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RolloverForceMultiplier=1.03
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;set true for AI to also have rollovers
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allowAIRollovers=true
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;if you want the rollovers to be bigger, set this to true (it's subtle)
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ExtendedRollovers=false
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;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
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HydroplaningChance=50
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DirtSlide=true
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;if you do not want people to be able to "magically" control the vehicle while airborne, set this to true
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NoControlWhileAirborne=true
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;the chance you will get ejected while rolling over - 0=never 100=always
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RolloverEjectionChance=50
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[tiredamage]
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; chance of damage happening when you meet the minimum forces (below) values between 1 and 100 with 100 being always and 1 being almost never. zero to disable tire damage completely
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damageChance=50
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; amount of time (in seconds) airborne before tire damage "could" occur when landing .1 - 4.0 are probably the range to stick to
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airtimeMinimum=1.0
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; amount of compression to the suspension (how hard you land) after a jump before rire damage "could" occur. Probably leave it at .25 for best results. Range is about 0.1 - 0.33 or so.
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suspensionCompressionMinimum=0.25
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; true means the tire if flat will not come off the rim but just let you drive on it flat
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runflat=true
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; true means you could get a flat just randomly
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randomflats=true
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