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GTA Modification Forums
[handling.dat] Explained graphical interface showing the options!
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laso49  |
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Player Hater

Group: Members
Joined: May 1, 2008

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[Help?] I'm trying to modify my COQUETTE car into a car that is fast, heavy, and immune to guns and RPG etc.. but no luck... Original code | CODE | COQUETTE 1600.0 7.0 85 0.0 0.0 -0.05 0.0 5 0.25 1.0 160.0 0.35 0.65 0.7 35.0 1.45 1.15 14.0 0.15 0.48 2.0 1.2 1.2 0.10 -0.10 0.0 0.5 1.0 1.0 0.6 1.5 0.0 41000 440010 0 0
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to my moded version | CODE | COQUETTE 9999.0 9.0 85 0.0 0.0 -0.05 0.0 5 0.55 1.0 360.0 0.35 0.65 0.7 35.0 1.45 1.15 14.0 0.15 0.48 2.0 1.2 1.2 0.10 -0.10 0.0 0.5 0.0 0.0 0.0 0.0 0.0 1000000 440010 0 0
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But it damages easily still and everthing I cant seem to figure it out >< would anyone mind giving suggestions or showing me how to do it I was using as a Resourcetranslated with http://translate.google.com/ Language:Italian ?
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L0uNGeR  |
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Ya, that's what I said.

Group: Members
Joined: Dec 3, 2008


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| QUOTE (illdan @ Dec 14 2008, 17:39) | | i dont think there is a way to make a car immnue to damage. |
Well I have been driving for like 1 hour with ONE car, causing epic chaos, and my car is still driving. | QUOTE (rebel_36 @ Dec 14 2008, 19:11) | ive tried to improve the traction of the comet but somehow it always had undesired side effects, does anyone know a reliable way so that my car doesnt slide away this fast?
ive tested around with all 4 traction values but i guess i need the right mix of all 4 for it to work well |
I'm only setting a higher value on '''[Wc-] m_fTractionCurveMin''' My Feltzer had '''1.05''' and I changed it to '''2.20''' while having a '''[C] fDragMult of 0.1''' and a '''[Tf] m_fDriveForce of 0.43''' From my experience, these values control most of acceleration and traction that has impact on it. [C] fDragMult [Tf] m_fDriveForce [Wc-] m_fTractionCurveMin This post has been edited by L0uNGeR on Sunday, Dec 14 2008, 20:02
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vend3r  |
Posted: Tuesday, Dec 16 2008, 16:58
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Player Hater

Group: Members
Joined: May 18, 2007

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| QUOTE (illdan @ Dec 14 2008, 17:39) | | i dont think there is a way to make a car immnue to damage. |
Yes there is a way to make a car immune to damage this is how in the handeling.dat there are 4 different damage modifers Dc Dw Dd De here is an example of the 4 in handeling.dat 1.0 1.0 0.8 1.5 Dc = 1.0 m_fCollisionDamageMult (this is the modifer that calculates damage from collision) Dw = 1.0 m_fWeaponDamageMult (this is the modifer that calculates damage from weapons) Dd = 0.8 m_fDeformationDamageMult (this is the modifer that calculates deformation from collision) De = 1.5 m_fEngineDamageMult (this is the modifer that calculates engine damge from collision or weapons) so in order to make your car immune to all damage simply change all the modifier values to 0.0 a fun thing i'v done is made the police cars take massive ammouts of collision damage and deformation damage while keeping the engine damage default so you can crush them like tin cans without them exploading. This post has been edited by vend3r on Tuesday, Dec 16 2008, 18:41
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