Config
Settings
General resource settings that affect development and diagnostics.
debug
Enables debug behavior for the resource. Only enable this in development environments because it exposes dangerous commands. Example:
debug = false
DamageSystem
Configures the realistic vehicle damage system. The selected preset is loaded from
shared/presets.lua, then any values inoverridesare applied on top of that preset.
enabled
Master toggle for the entire damage system. When set to
false, all damage-related logic is disabled and the resource skips damage processing entirely. Visual deformation syncing continues to work independently regardless of this setting. Example:enabled = true
preset
Selects the preset level that defines the default values for all damage-related settings. Valid levels are
1for Arcade,2for Casual,3for Balanced,4for Realistic, and5for Hardcore. Balanced is the recommended default. If an invalid level is configured, the resource falls back to Balanced. Example:preset = 3
overrides
A table of key-value pairs that override individual damage settings after the preset is applied. Each key must match a valid damage system key from
shared/presets.lua; for example,{ limpMode = true, damageFactorEngine = 5.0 }changes only those values while keeping the rest of the selected preset. Example:overrides = {}
Choosing Between Presets And Overrides
Use preset when you want a complete difficulty profile. Use overrides when you like a preset overall but want to tune one or more values.
The resource resolves the damage system in this order:
Reads
Config.DamageSystem.preset.Loads that preset from
shared/presets.lua.Falls back to preset
3if the selected preset does not exist.Copies every value from the preset into
Config.DamageSystem.Applies every value from
Config.DamageSystem.overrideson top.
You normally should not edit shared/presets.lua. Edit it only if you want to permanently change the built-in preset definitions for the whole resource. If you only want to customize your server, keep using shared/config.lua and place changed values inside overrides. After changing preset definitions and restarting the resource, players should re-enter their vehicle so the new handling values are applied.
Preset Values
damageFactorEngine
0.4
0.8
1.2
1.6
3.2
damageFactorBody
0.5
1.5
2.0
3.0
5.0
damageFactorPetrolTank
10.0
30.0
48.0
64.0
100.0
deformationExponent
0.6
0.5
0.45
0.4
0.3
collisionDamageExponent
0.8
0.7
0.65
0.6
0.5
engineDamageExponent
0.8
0.7
0.65
0.6
0.5
deformationMultiplier
4.2
5.6
7.0
8.4
11.2
weaponsDamageMultiplier
0.5
1.0
1.5
2.0
3.0
degradingFailureThreshold
240.0
360.0
420.0
480.0
540.0
cascadingFailureThreshold
150.0
250.0
300.0
360.0
450.0
engineSafeGuard
200.0
150.0
120.0
100.0
80.0
degradingHealthSpeedFactor
0.4
1.0
1.6
2.0
3.0
cascadingFailureSpeedFactor
0.4
0.8
1.2
1.6
2.4
torqueMultiplierEnabled
false
true
true
true
true
torqueDegradationThreshold
200
400
500
600
700
limpMode
true
true
false
false
false
limpModeMultiplier
0.4
0.25
0.19
0.19
0.15
preventVehicleFlip
false
false
true
true
true
classDamageMultiplier
default table
default table
default table
default table
default table
Override Keys
damageFactorEngine
Multiplies engine health damage.
Higher values make engine damage harsher.
damageFactorBody
Multiplies body health damage.
Higher values make body damage harsher. Also affects weapon damage handling normalization.
damageFactorPetrolTank
Multiplies petrol tank health damage.
Higher values make petrol tank damage harsher.
weaponsDamageMultiplier
Sets weapon damage handling for vehicles.
Use 0.0-10.0, or -1 to leave weapon damage handling untouched.
deformationExponent
Compresses each vehicle's original deformation handling before applying deformationMultiplier.
Lower preset values make deformation tuning more aggressive.
collisionDamageExponent
Compresses each vehicle's original collision damage handling toward 1.0.
Used when applying fCollisionDamageMult.
engineDamageExponent
Compresses each vehicle's original engine damage handling toward 1.0.
Used when applying fEngineDamageMult.
deformationMultiplier
Multiplies visual deformation handling.
For manual overrides, use 0.0-10.0, or -1 to leave deformation handling untouched. The Hardcore preset uses 11.2.
degradingFailureThreshold
Engine health threshold where slow passive degradation starts.
Higher values make degradation start earlier.
cascadingFailureThreshold
Engine health threshold where rapid cascading failure starts.
Higher values make severe failure start earlier.
engineSafeGuard
Minimum engine health floor while not in fire mode.
Lower values allow the engine to degrade further. If limp mode is disabled, vehicles below this point become undriveable.
degradingHealthSpeedFactor
Speed of slow passive engine degradation.
Higher values drain engine health faster between the degrading and cascading thresholds.
cascadingFailureSpeedFactor
Speed of rapid engine degradation.
Higher values drain engine health faster below the cascading threshold.
torqueMultiplierEnabled
Enables torque loss as engine health drops.
Boolean. Uses torqueDegradationThreshold.
torqueDegradationThreshold
Engine health below which torque starts degrading.
Higher values make torque loss begin earlier.
limpMode
Allows a damaged vehicle to keep moving at reduced power near the safeguard threshold.
Boolean. Uses limpModeMultiplier.
limpModeMultiplier
Torque multiplier used during limp mode.
The override guidance in presets.lua recommends 0.05-0.25; higher values make limp mode less restrictive. The Arcade preset uses 0.4.
preventVehicleFlip
Helps prevent upside-down vehicles from being flipped back over by throttle input.
Boolean.
classDamageMultiplier
Per-class damage multiplier table for vehicle classes 0-21.
Higher values make that class take more damage. Classes not listed use 1.0.
Default Class Multipliers
classDamageMultiplier lets you tune damage by GTA vehicle class. For example, the default table makes motorcycles weaker than most cars and makes industrial vehicles tougher.
0
Compacts
1.0
1
Sedans
1.0
2
SUVs
1.0
3
Coupes
1.0
4
Muscle
1.0
5
Sports Classics
1.0
6
Sports
1.0
7
Super
1.0
8
Motorcycles
1.25
9
Off-road
0.7
10
Industrial
0.25
11
Utility
1.0
12
Vans
1.0
13
Cycles
1.0
14
Boats
0.5
15
Helicopters
1.0
16
Planes
1.0
17
Service
0.75
18
Emergency
0.75
19
Military
0.75
20
Commercial
1.0
21
Trains
1.0
Cycles, helicopters, planes, and trains are excluded from the damage loop, so their default multipliers are listed for completeness but are not used by normal damage processing.
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