Difference between revisions of "Handling.meta"
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=== nInitialDriveGears === | === nInitialDriveGears === | ||
How many forward speeds a transmission contains. | How many forward speeds a transmission contains. | ||
− | :'''Value:''' 1-16 or more. | + | :'''Value:''' 1-16 or more. It is not recommended to have a value higher than 8 here as issues with downshifting can occur if the car's top gear is higher than 9th gear. |
+ | |||
=== fInitialDriveForce === | === fInitialDriveForce === | ||
This multiplier modifies the game's calculation of drive force (from the output of the transmission). | This multiplier modifies the game's calculation of drive force (from the output of the transmission). |
Revision as of 11:13, 12 June 2020
handling.meta file in GTA V, like in previous versions of the game, controls the physics and animations of vehicles in-game. This file is found found in ..\common\data and can be edited with any text editor.
Parameters
There are 50 parameters in 6 groups, plus additional sub handling data.
Physical Attributes
These seven values represent the vehicle's physical proportions within the game:
handlingName
This is used by the vehicles.meta file to identify the handling line of the vehicle.
- Value: Any text string no more than 14 characters. By default, the handlingName consists of uppercase letters and numbers (TURISMO, E109, etc.)
fMass
This is the weight of the vehicle in kilograms. Only used when the vehicle collides with another vehicle or non-static object.
- Value: 0.0 - 10000.0 and above.
fInitialDragCoeff
Sets the drag coefficient on the rage physics archetype of the vehicle (proportional to velocity squared). Increase to simulate aerodynamic drag.
This affects the maximum speed of the vehicle. Greater value will lower the maximum speed.
- Value: 10 to 120
fDownForceModifier
Sets the amount of downforce applied to the vehicle. Increase this value to increase the grip at high speed.
- Value: TBD
fPercentSubmerged
A percentage of vehicle height in the water before vehicle "floats". So as the vehicle falls into the water, at 85% vehicle height (seemingly the default for road vehicles) it will stop sinking to float for a moment before it sinks (boats excluded).
- Value: any percentage expressed as a decimal (eg., 85% = 0.85). An invalid number will cause the vehicle to sink without the driver drowning, eventually teleporting the vehicle to the surface.
vecCentreOfMassOffset
This value shifts the center of gravity in meters from side to side (when in vehicle looking forward).
- Value x: < -5.0 to > 5.0. (0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity right.)
- Value y: < -5.0 to > 5.0. (0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity forwards.)
- Value z: < -5.0 to > 5.0. (0.0 means that the center of gravity will be in the center of the vehicle. Positive values move the centre of gravity up. Changing this value to great negative quantities (E.G. -10 or greater) will cause the vehicle to behave erratically, moving many feet per frame.)
vecInertiaMultiplier
This value affects the ease with which the vehicle spins around each axis. Therefore, the x axis affects how quickly the car shifts forward and back under braking and acceleration and how it rotates end over end in the air, the y axis affects how quickly the car shifts from side to side when cornering (or in the air) and the z axis affects how the car rotates around the middle, which mostly manifests as appearing to turn into corners very quickly. Recommend keeping the z value around 2.0 and above because anything less looks very unnatural.
Note: Two cars do not respond typically to this value; the police3 (Police Interceptor) and gburrito (Gang Burrito). They need lower z values or else they will rotate around corners like they are stuck in mud.
- Value x: < 0.0 to > 4.0.
- Value y: < 0.0 to > 4.0.
- Value z: < 0.0 to > 4.0.
Transmission Attributes
These values describe the vehicle's straight line performance. Rate of acceleration is determined by fDriveBiasFront, nInitialDriveGears, fInitialDriveForce, fDriveInertia, and fInitialDriveMaxFlatVel. Rate of deceleration is determined by fBrakeForce and fBrakeBiasFront. fSteeringLock can be thought of as a measure of sideways acceleration.
fDriveBiasFront
This value is used to determine whether a vehicle is front, rear, or four wheel drive.
- Value: 0.0 is rear wheel drive, 1.0 is front wheel drive, and any value between 0.01 and 0.99 is four wheel drive (0.5 give both front and rear axles equal force, being perfect 4WD.)
nInitialDriveGears
How many forward speeds a transmission contains.
- Value: 1-16 or more. It is not recommended to have a value higher than 8 here as issues with downshifting can occur if the car's top gear is higher than 9th gear.
fInitialDriveForce
This multiplier modifies the game's calculation of drive force (from the output of the transmission).
- Drive force formula TBD
- Value: 0.01 - 2.0 and above. 1.0 uses drive force calculation unmodified. Values less than 1.0 will in effect give the vehicle less drive force and values greater than 1.0 will produce more drive force. Most cars have between 0.10 and 0.40.
fDriveInertia
Describes how fast an engine will rev. For example an engine with a long stroke crank and heavy flywheel will take longer to redline than an engine with a short stroke and light flywheel.
- Drive inertia formula TBD
- Value: 0.01 - 2.0. Default value is 1.0, or no modification of drive intertia. Bigger value = quicker redline
fClutchChangeRateScaleUpShift
Clutch speed multiplier on up shifts, bigger number = faster shifts
fClutchChangeRateScaleDownShift
Clutch speed multiplier on down shifts, bigger number = faster shifts
fInitialDriveMaxFlatVel
Determines the speed at redline in top gear. Setting this value does not guarantee the vehicle will reach this speed. Multiply the number in the file by 0-82 to get the speed in mph or multiply by 1.32 to get kph
- Value: 0.00 - 500.0 and above.
fBrakeForce
Multiplies the game's calculation of deceleration. Bigger number = harder braking
- Brake Force formula TBD
- Value: 0.01 - 2.0 and above. 1.0 uses brake force calculation unmodified.
fBrakeBiasFront
This controls the distribution of braking force between the front and rear axles.
- Value: 0.0 means the rear axle only receives brake force, 1.0 means the front axle only receives brake force. 0.5 gives both axles equal brake force. A value between 0.01 and 0.49 means the rear axle will receive more brake force than the front and a value between .051 and 0.99 means the front axles will receive more brake force than the rear. In real life, normal vehicles usually have more front braking force than the rear (eg., 0.65).
fHandBrakeForce
Braking power for handbrake. Bigger number = harder braking
fSteeringLock
This value is a multiplier of the game's calculation of the angle a steer wheel will turn while at full turn. Steering lock is directly related to over or understeer / turning radius.
- Steering lock formula TBD
- Value: 0.01 - 2.0 and above. Values around 0.1 - 0.2 will simulate a long wheelbase. Whereas a value of around 0.75 and above will turn extremely fast. To high of a value here will cause the vehicle to spin out too easily.
Wheel Traction Attributes
The following attributes describe how the vehicle will behave dynamically, from negotiating corners to acceleration and deceleration. This section has been updated from previous game versions.
fTractionCurveMax
(formerly fTractionMult)
Cornering grip of the vehicle as a multiplier of the tire surface friction.
fTractionCurveMin
(formerly fTractionLoss)
Accelerating/braking grip of the vehicle as a multiplier of the tire surface friction.
fTractionCurveLateral
Shape of lateral traction curve (peak traction position in degrees).
fTractionSpringDeltaMax
This value denotes at what distance above the ground the car will lose traction.
fLowSpeedTractionLossMult
How much traction is reduced at low speed, 0.0 means normal traction. It affects mainly car burnout (spinning wheels when car doesn't move) when pressing gas. Decreasing value will cause less burnout, less sliding at start. However, the higher value, the more burnout car gets. Optimal is 1.0.
fCamberStiffnesss
This value modify the grip of the car when you're drifting and you release the gas. In general, it makes your car slide more on sideways movement. More than 0 make the car sliding on the same angle you're drifting and less than 0 make your car oversteer (not recommend to use more than 0.1 / -0.1 if you don't know what you're doing). This value depend of the others, and is better to modify when your handling is finished (or quasi finished). Not recommended to modify it for grip.
fTractionBiasFront
Determines the distribution of traction from front to rear.
- Value: 0.01 - 0.99. 0.01 = only rear axle has traction. 0.99 = only front axle has traction. 0.5 = both axles have equal traction. Entering a value of 0.0 or 1.0 causes the vehicle to have no traction (the tires actually fail to spawn), while entering a value outside of specified range causes the car to move irrationally whenever the wheels are touching the ground.
fTractionLossMult
How much is traction affected by material grip differences from 1.0. Basically it affects how much grip is changed when driving on asphalt and mud (the higher, the more grip you loose, making car less responsive and prone to sliding).
Suspension Attributes
fSuspensionForce
1 / (Force * NumWheels) = Lower limit for zero force at full extension. Affects how strong suspension is. Can help if car is easily flipped over when turning.
fSuspensionCompDamp
Damping during strut compression. Bigger = stiffer.
fSuspensionReboundDamp
Damping during strut rebound. Bigger = stiffer
fSuspensionUpperLimit
Visual limit... how far can wheels move up / down from original position
fSuspensionLowerLimit
Visual limit... how far can wheels move up / down from original position
fSuspensionRaise
The amount that the suspension raises the body off the wheels. Recommend adjusting at second decimal unless vehicle has room to move. ie -0.02 is plenty of drop on an already low car. Too much will show the wheels clipping through or if positive, no suspension joining the body to wheels
fSuspensionBiasFront
Force damping scale front/back. If more wheels at back (e.g. trucks) need front suspension to be stronger. This value determines which suspension is stronger, front or rear. If value is above 0.50 then front is stiffer, when below, rear.
fAntiRollBarForce
The spring constant that is transmitted to the opposite wheel when under compression larger numbers are a larger force. Larger Numbers = less body roll
fAntiRollBarBiasFront
The bias between front and rear for the antiroll bar(0 front, 1 rear)
fRollCentreHeightFront
This value modify the weight transmission during an acceleration between the left and right. I REALLY recommend to be very careful while modifying it, because it's very sensitive and can ruin your driving control. Larger Numbers = less rollover opportunity (drive like on rails)
A negative value will make the weight more important at the opposite direction when you accelerate, and a positive will make your weight more important on the same direction you're going.
A positive value is visually unrealistic, so i don't recommend to do it.
Best to do is to only go between 0.15/-0.15.
fRollCentreHeightRear
This value modify the weight transmission during an acceleration between the front and rear (and can affect the acceleration speed). I REALLY recommend to be very careful while modifying it, because it's very sensitive and can ruin your driving control (a high positive value can make your car able to do wheelies, but you won't be able to control it if you turn your wheel). Larger Numbers = less rollover opportunity (drive like on rails)
A negative value will make the weight more important at the rear when you accelerate, and a positive will make your weight more important on the front.
A positive value is visually unrealistic, so i don't recommend to do it.
Best to do is to only go between 0.15/-0.15.
Damage Attributes
The following attributes dictate how the vehicle will react to damaging effects.
fCollisionDamageMult
Multiplies the game's calculation of damage to the vehicle through collision.
- Value: 0.0 - 10.0. 0.0 = no damage through collision. 10.0 = Ten times damage through collision.
fWeaponDamageMult
Multiplies the game's calculation of damage to the vehicle through weapon damage.
- Value: 0.0 - 10.0. 0.0 = no damage through weapons. 10.0 = Ten times damage through weapons.
fDeformationDamageMult
Multiplies the game's calculation of deformation-causing damage.
- Value: 0.0 - 10.0. 0.0 = no deformation through damage is possible. 10.0 = Ten times deformation-causing damage.
fEngineDamageMult
Multiplies the game's calculation of damage to the engine, causing explosion or engine failure.
- Value: 0.0 - 10.0. 0.0 = no damage to the engine. 10.0 = Ten times damage to the engine.
fPetrolTankVolume
Amount of petrol that will leak after shooting the vehicle's petrol tank.
fOilVolume
Black smoke time before engine dies?
Miscellaneous Attributes
fSeatOffsetDistX
The distance from the door to the car seat.
- Value: Driver > passenger
fSeatOffsetDistY
The distance from the door to the car seat.
- Value: Trunk > hood
fSeatOffsetDistZ
The distance from the door to the car seat.
- Value: Undercarriage > roof
nMonetaryValue
Vehicle worth.
strModelFlags
Model flags. Written in HEX. Rightmost digit is the first one.
1st digit 1: IS_VAN 2: IS_BUS 4: IS_LOW 8: IS_BIG 2nd digit 1: ABS_STD 2: ABS_OPTION 4: ABS_ALT_STD 8: ABS_ALT_OPTION 3rd digit 1: NO_DOORS 2: TANDEM_SEATS 4: SIT_IN_BOAT 8: HAS_TRACKS 4th digit 1: NO_EXHAUST 2: DOUBLE_EXHAUST 4: NO1FPS_LOOK_BEHIND 8: CAN_ENTER_IF_NO_DOOR 5th digit 1: AXLE_F_TORSION 2: AXLE_F_SOLID 4: AXLE_F_MCPHERSON 8: ATTACH_PED_TO_BODYSHELL 6th digit 1: AXLE_R_TORSION 2: AXLE_R_SOLID 4: AXLE_R_MCPHERSON 8: DONT_FORCE_GRND_CLEARANCE 7th digit 1: DONT_RENDER_STEER 2: NO_WHEEL_BURST 4: INDESTRUCTIBLE 8: DOUBLE_FRONT_WHEELS 8th digit 1: RC 2: DOUBLE_RWHEELS 4: MF_NO_WHEEL_BREAK 8: IS_HATCHBACK
strHandlingFlags
Handling flags. Written in HEX. Rightmost digit is the first one.
1st digit 1: SMOOTH_COMPRESN 2: REDUCED_MOD_MASS 4: N/A 8: N/A 2nd digit 1: NO_HANDBRAKE 2: STEER_REARWHEELS 4: HB_REARWHEEL_STEER 8: STEER_ALL_WHEELS 3rd digit 1: FREEWHEEL_NO_GAS 2: NO_REVERSE 4: N/A 8: STEER NO WHEELS 4th digit 1: CVT 2: ALT_EXT_WHEEL_BOUNDS_BEH 4: DONT_RAISE_BOUNDS_AT_SPEED 8: N/A 5th digit 1: LESS_SNOW_SINK 2: TYRES_CAN_CLIP 4: N/A 8: N/A 6th digit 1: OFFROAD_ABILITY 2: OFFROAD_ABILITY2 4: HF_TYRES_RAISE_SIDE_IMPACT_THRESHOLD 8: N/A 7th digit 1: ENABLE_LEAN 2: N/A 4: HEAVYARMOUR 8: ARMOURED 8th digit 1: SELF_RIGHTING_IN_WATER 2: IMPROVED_RIGHTING_FORCE
strDamageFlags
Indicates the doors that are nonbreakable. Written in HEX. Rightmost digit is the first one.
1st digit 1: DRIVER_SIDE_FRONT_DOOR 2: DRIVER_SIDE_REAR_DOOR 4: DRIVER_PASSENGER_SIDE_FRONT_DOOR 5: DRIVER_PASSENGER_SIDE_REAR_DOOR 2st digit 1: BONNET 2: BOOT 4: N/A 5: N/A 3st digit 1: N/A 2: N/A 4: N/A 5: N/A 4st digit 1: N/A 2: N/A 4: N/A 5: N/A 5st digit 1: N/A 2: N/A 4: N/A 5: N/A 6st digit 1: N/A 2: N/A 4: N/A 5: N/A 7st digit 1: N/A 2: N/A 4: N/A 5: N/A 8st digit 1: N/A 2: N/A 4: N/A 5: N/A
AIHandling
Tells the AI which driving profile it should use when driving the vehicle. Use AVERAGE for boats, bikes, aircraft, etc.
- AVERAGE
- SPORTS_CAR
- TRUCK
- CRAP
SubHandlingData
Can use 3 different sub handling data items. For blank items, set type to "NULL"
CBoatHandlingData
Some car handling variables are used for alternate functions in boats.
fBoxFrontMult
fBoxRearMult
fBoxSideMult
fSampleTop
fSampleBottom
fAquaplaneForce
fAquaplanePushWaterMult
fAquaplanePushWaterCap
fAquaplanePushWaterApply
fRudderForce
fRudderOffsetSubmerge
Vertical offset of propeller from bone when determining if submerged.
fRudderOffsetForce
Vertical offset of propeller from bone when applying force.
fRudderOffsetForceZMult
fWaveAudioMult
vecMoveResistance
vecTurnResistance
fLook_L_R_CamHeight
fDragCoefficient
fKeelSphereSize
fPropRadius
fLowLodAngOffset
The angular offset from vertical that this boat sits at on calm water; used to smooth transition to/from low LOD buoyancy mode.
fLowLodDraughtOffset
fImpellerOffset
fImpellerForceMult
fDinghySphereBuoyConst
fProwRaiseMult
fDeepWaterSampleBuoyancyMult
CBikeHandlingData
fLeanFwdCOMMult
fLeanFwdForceMult
fLeanBakCOMMult
fLeanBakForceMult
fMaxBankAngle
fFullAnimAngle
fDesLeanReturnFrac
fStickLeanMult
fBrakingStabilityMult
fInAirSteerMult
fWheelieBalancePoint
fStoppieBalancePoint
fWheelieSteerMult
fRearBalanceMult
fFrontBalanceMult
fBikeGroundSideFrictionMult
fBikeWheelGroundSideFrictionMult
fBikeOnStandLeanAngle
fBikeOnStandSteerAngle
fJumpForce
CFlyingHandlingData
For aircraft that use multiple flight modes (e.g. the Hydra) use two separate subhandlingdata entries.
fThrust
Amount of power that engines have. The higher, the stronger and faster aircraft will be.
fThrustFallOff
How much time it takes for engine to go idle (when on the ground)/medium acceleration. (only in air).
fThrustVectoring
fYawMult
fYawStabilise
fSideSlipMult
Side rudder force multiplier.
fRollMult
fRollStabilise
fPitchMult
fPitchStabilise
fFormLiftMult
Base lift factor that�s independent from wing�s attack angle.
fAttackLiftMult
Lift factor of the wing�s attack angle while rising.
fAttackDiveMult
Lift factor of the wing�s attack angle while diving.
fGearDownDragV
fGearDownLiftMult
fWindMult
Wind influence factor.
fMoveRes
vecTurnRes
vecSpeedRes
fGearDoorFrontOpen
fGearDoorRearOpen
fGearDoorRearOpen2
fGearDoorRearMOpen
fTurublenceMagnitudeMax
Maximum turbulence magnitude of Sinwave motion simulation.
fTurublenceForceMulti
Turbulence vertical force multiplier.
fTurublenceRollTorqueMulti
Turbulence y axis torque multiplier.
fTurublencePitchTorqueMulti
Turbulence x axis torque multiplier.
fBodyDamageControlEffectMult
Control noise factor contributed from plane damage.
fInputSensitivityForDifficulty
Control noise factor contributed from pilot driving skills.
fOnGroundYawBoostSpeedPeak
fOnGroundYawBoostSpeedCap
fEngineOffGlideMulti
fSubmergeLevelToPullHeliUnderwater
handlingType
- HANDLING_TYPE_FLYING - Plane or helicopter.
- HANDLING_TYPE_VERTICAL_FLYING - Hydra VTOL mode.
CVehicleWeaponHandlingData
uWeaponHash
Up to 3 weapons usable per vehicle. Vehicle Weapon name in weapons.meta. Available weapons:
- VEHICLE_WEAPON_TANK
- VEHICLE_WEAPON_SPACE_ROCKET
- VEHICLE_WEAPON_PLANE_ROCKET
- VEHICLE_WEAPON_PLAYER_LASER
- VEHICLE_WEAPON_ENEMY_LASER
- VEHICLE_WEAPON_PLAYER_BULLET
- VEHICLE_WEAPON_PLAYER_BUZZARD
- VEHICLE_WEAPON_PLAYER_HUNTER
- VEHICLE_WEAPON_PLAYER_LAZER
- VEHICLE_WEAPON_SEARCHLIGHT
- VEHICLE_WEAPON_WATER_CANNON
- VEHICLE_WEAPON_RADAR
- VEHICLE_WEAPON_DUNE
- VEHICLE_WEAPON_NOSE_TURRET_VALKYRIE
- VEHICLE_WEAPON_TURRET_VALKYRIE
- VEHICLE_WEAPON_TURRET_TECHNICAL
- VEHICLE_WEAPON_PLAYER_SAVAGE
- VEHICLE_WEAPON_TURRET_INSURGENT
- VEHICLE_WEAPON_TURRET_LIMO
- VEHICLE_WEAPON_TURRET_VALKYRIE
- VEHICLE_WEAPON_CARACARA_MG
- VEHICLE_WEAPON_CARACARA_MINIGUN
- VEHICLE_WEAPON_HAVOK_MINIGUN
- VEHICLE_WEAPON_INSURGENT_MINIGUN
- VEHICLE_WEAPON_MENACER_MG
- VEHICLE_WEAPON_MULE4_MG
- VEHICLE_WEAPON_MULE4_MISSILE
- VEHICLE_WEAPON_MULE4_TURRET_GL
- VEHICLE_WEAPON_OPPRESSOR2_MG
- VEHICLE_WEAPON_OPPRESSOR2_CANNON
- VEHICLE_WEAPON_OPPRESSOR2_MISSILE
- VEHICLE_WEAPON_POUNDER2_MINI
- VEHICLE_WEAPON_POUNDER2_MISSILE
- VEHICLE_WEAPON_POUNDER2_BARRAGE
- VEHICLE_WEAPON_POUNDER2_GL
- VEHICLE_WEAPON_SCRAMJET_MG
- VEHICLE_WEAPON_SCRAMJET_MISSILE
- VEHICLE_WEAPON_SPEEDO4_MG
- VEHICLE_WEAPON_SPEEDO4_TURRET_MG
- VEHICLE_WEAPON_SPEEDO4_TURRET_MINI
- VEHICLE_WEAPON_STRIKEFORCE_CANNON
- VEHICLE_WEAPON_STRIKEFORCE_MISSILE
- VEHICLE_WEAPON_STRIKEFORCE_BARRAGE
- VEHICLE_WEAPON_HACKER_MISSILE
- VEHICLE_WEAPON_HACKER_MISSILE_HOMING
- VEHICLE_WEAPON_AKULA_TURRET_SINGLE
- VEHICLE_WEAPON_AKULA_MISSILE
- VEHICLE_WEAPON_AKULA_TURRET_DUAL
- VEHICLE_WEAPON_AKULA_MINIGUN
- VEHICLE_WEAPON_AKULA_BARRAGE
- VEHICLE_WEAPON_AVENGER_CANNON
- VEHICLE_WEAPON_BARRAGE_TOP_MG
- VEHICLE_WEAPON_BARRAGE_TOP_MINIGUN
- VEHICLE_WEAPON_BARRAGE_REAR_MG
- VEHICLE_WEAPON_BARRAGE_REAR_MINIGUN
- VEHICLE_WEAPON_BARRAGE_REAR_GL
- VEHICLE_WEAPON_CHERNO_MISSILE
- VEHICLE_WEAPON_COMET_MG
- VEHICLE_WEAPON_DELUXO_MG
- VEHICLE_WEAPON_DELUXO_MISSILE
- VEHICLE_WEAPON_KHANJALI_CANNON
- VEHICLE_WEAPON_KHANJALI_CANNON_HEAVY
- VEHICLE_WEAPON_KHANJALI_MG
- VEHICLE_WEAPON_KHANJALI_GL
- VEHICLE_WEAPON_REVOLTER_MG
- VEHICLE_WEAPON_SUBCAR_MG
- VEHICLE_WEAPON_SUBCAR_MISSILE
- VEHICLE_WEAPON_SUBCAR_TORPEDO
- VEHICLE_WEAPON_THRUSTER_MG
- VEHICLE_WEAPON_THRUSTER_MISSILE
- VEHICLE_WEAPON_VISERIS_MG
- VEHICLE_WEAPON_VOLATOL_DUALMG
- VEHICLE_WEAPON_BRUISER_50CAL
- VEHICLE_WEAPON_BRUISER2_50CAL_LASER
- VEHICLE_WEAPON_BRUTUS_50CAL
- VEHICLE_WEAPON_FLAMETHROWER
- VEHICLE_WEAPON_FLAMETHROWER_SCIFI
- VEHICLE_WEAPON_DEATHBIKE_DUALMINIGUN
- VEHICLE_WEAPON_DEATHBIKE2_MINIGUN_LASER
- VEHICLE_WEAPON_DOMINATOR4_50CAL
- VEHICLE_WEAPON_DOMINATOR5_50CAL_LASER
- VEHICLE_WEAPON_IMPALER2_50CAL
- VEHICLE_WEAPON_IMPALER3_50CAL_LASER
- VEHICLE_WEAPON_IMPERATOR_50CAL
- VEHICLE_WEAPON_MORTAR_KINETIC
- VEHICLE_WEAPON_IMPERATOR2_50CAL_LASER
- VEHICLE_WEAPON_ISSI4_50CAL
- VEHICLE_WEAPON_ISSI5_50CAL_LASER
- VEHICLE_WEAPON_MONSTER3_GLKIN
- VEHICLE_WEAPON_SCARAB_50CAL
- VEHICLE_WEAPON_SCARAB2_50CAL_LASER
- VEHICLE_WEAPON_SLAMVAN4_50CAL
- VEHICLE_WEAPON_SLAMVAN5_50CAL_LASER
- VEHICLE_WEAPON_ZR380_50CAL
- VEHICLE_WEAPON_ZR3802_50CAL_LASER
- VEHICLE_WEAPON_DUNE_MG
- VEHICLE_WEAPON_DUNE_GRENADELAUNCHER
- VEHICLE_WEAPON_DUNE_MINIGUN
- VEHICLE_WEAPON_TAMPA_MISSILE
- VEHICLE_WEAPON_TAMPA_MORTAR
- VEHICLE_WEAPON_TAMPA_FIXEDMINIGUN
- VEHICLE_WEAPON_TAMPA_DUALMINIGUN
- VEHICLE_WEAPON_HALFTRACK_DUALMG
- VEHICLE_WEAPON_HALFTRACK_QUADMG
- VEHICLE_WEAPON_APC_CANNON
- VEHICLE_WEAPON_APC_MISSILE
- VEHICLE_WEAPON_APC_MG
- VEHICLE_WEAPON_ARDENT_MG
- VEHICLE_WEAPON_TECHNICAL_MINIGUN
- VEHICLE_WEAPON_TRAILER_QUADMG
- VEHICLE_WEAPON_TRAILER_MISSILE
- VEHICLE_WEAPON_TRAILER_DUALAA
- VEHICLE_WEAPON_NIGHTSHARK_MG
- VEHICLE_WEAPON_OPPRESSOR_MG
- VEHICLE_WEAPON_OPPRESSOR_MISSILE
- VEHICLE_WEAPON_MOBILEOPS_CANNON
- VEHICLE_WEAPON_JB700_MG
- VEHICLE_WEAPON_RCTANK_GUN
- VEHICLE_WEAPON_RCTANK_FLAME
- VEHICLE_WEAPON_RCTANK_ROCKET
- VEHICLE_WEAPON_RCTANK_LAZER
- VEHICLE_WEAPON_CANNON_BLAZER
- VEHICLE_WEAPON_TURRET_BOXVILLE
- VEHICLE_WEAPON_RUINER_BULLET
- VEHICLE_WEAPON_RUINER_ROCKET
- VEHICLE_WEAPON_HUNTER_MG
- VEHICLE_WEAPON_HUNTER_MISSILE
- VEHICLE_WEAPON_HUNTER_CANNON
- VEHICLE_WEAPON_HUNTER_BARRAGE
- VEHICLE_WEAPON_TULA_NOSEMG
- VEHICLE_WEAPON_TULA_MG
- VEHICLE_WEAPON_TULA_DUALMG
- VEHICLE_WEAPON_TULA_MINIGUN
- VEHICLE_WEAPON_SEABREEZE_MG
- VEHICLE_WEAPON_MICROLIGHT_MG
- VEHICLE_WEAPON_DOGFIGHTER_MG
- VEHICLE_WEAPON_DOGFIGHTER_MISSILE
- VEHICLE_WEAPON_MOGUL_NOSE
- VEHICLE_WEAPON_MOGUL_DUALNOSE
- VEHICLE_WEAPON_MOGUL_TURRET
- VEHICLE_WEAPON_MOGUL_DUALTURRET
- VEHICLE_WEAPON_ROGUE_MG
- VEHICLE_WEAPON_ROGUE_CANNON
- VEHICLE_WEAPON_ROGUE_MISSILE
- VEHICLE_WEAPON_BOMBUSHKA_DUALMG
- VEHICLE_WEAPON_BOMBUSHKA_CANNON
- VEHICLE_WEAPON_VIGILANTE_MG
- VEHICLE_WEAPON_VIGILANTE_MISSILE
- VEHICLE_WEAPON_PARAGON2_MG
WeaponSeats
Seat number that can control the weapon. Use 0 if a weapon isn't set.
- Value: Weapon 1: 0 - 8. 0 is the driver.
- Value: Weapon 2: 0 - 8. 0 is the driver.
- Value: Weapon 3: 0 - 8. 0 is the driver.
fTurretSpeed
fTurretPitchMin
fTurretPitchMax
fTurretCamPitchMin
fTurretCamPitchMax
fBulletVelocityForGravity
fTurretPitchForwardMin
fUvAnimationMult
fMiscGadgetVar
fWheelImpactOffset
CSubmarineHandlingData
fPitchMult
fPitchAngle
fYawMult
fDiveSpeed
fRollMult
fRollStab
vTurnRes
fMoveResXY
fMoveResZ
CTrailerHandlingData
fAttachLimitPitch
fAttachLimitRoll
fAttachLimitYaw
fUprightSpringConstant
Exactly 0.0 will cause the upright spring to apply no force
fUprightDampingConstant
fAttachedMaxDistance
Attachment distance constraint max distance. Less than or equal to 0.0 will default to the old spherical constraint.
fAttachedMaxPenetration
Attachment distance constraint max penetration. Less than or equal to 0.0 will default to the old spherical constraint.
fAttachRaiseZ
fPosConstraintMassRatio
Indicates that we want the trailer to appear either heavier (val < 1.0) or lighter relative to the towing vehicle without actually changing its real mass
CCarHandlingData
fBackEndPopUpCarImpulseMult
fBackEndPopUpBuildingImpulseMult
fBackEndPopUpMaxDeltaSpeed
CBaseSubHandlingData
No parameters. Only used by the Metrotrain.
CSeaPlaneHandlingData
fLeftPontoonComponentId
Component ID of the left pontoon's collision within a grouped chassis COL component.
fRightPontoonComponentId
Component ID of the right pontoon's collision within a grouped chassis COL component.
fPontoonBuoyConst
fPontoonSampleSizeFront
fPontoonSampleSizeMiddle
fPontoonSampleSizeRear
fPontoonLengthFractionForSamples
fPontoonDragCoefficient
Adds drag to the pontoon when travelling on water, in a similar way to the vehicle's initial drag.
fPontoonVerticalDampingCoefficientUp
fPontoonVerticalDampingCoefficientDown
fKeelSphereSize
Increases of decreases the keel sphere emulated around each pontoon.
CSpecialFlightHandlingData
mode
Always set to 1 for true (e.g is Deluxo in hover mode)
fLiftCoefficient
fMinLiftVelocity
fDragCoefficient
fMaxPitchTorque
fMaxSteeringRollTorque
fMaxThrust
fYawTorqueScale
fRollTorqueScale
fTransitionDuration
fPitchTorqueScale
vecAngularDamping
vecLinearDamping
Other
fWeaponDamageScaledToVehHealthMult
Only used by the Rhino.
Grand Theft Auto V | |
---|---|
File Formats | .awc • .dat • .gfx • .gxt2 • .ide • .meta/.ymt/.xml • .mrf • .patch • .rpf • .ybn/.ybd • .ycd • .ydd • .ydr • .yed • .yfd • .yft • .yld • .ymap • .ymf • .ynd • .ynv • .ypdb • .ysc • .ytd • .ytyp • .yvr |
Documentation | Bink Video • Native functions • Weather types |
Tools | OpenIV • GIMS Evo • CodeWalker |
Multiplayer | GTAForums: GTA Online |
Useful links | Community portal • Discussion forums • GTA V Modding Forum • GTA5-Mods • Native Functions Database (alloc8or) |