Config = {} Config.debug = false -- Precise wheel rendering (This can fix the issue with broken wheels flashing in and out) If it doesn't happen on your server -- I wouldn't recommend enabling this as it will slightly increase the script resource usage (resmon) Config.increaseWheelRenderTiming = false -- Alternative method of the wheel breaking. This will make the actual model of the wheel fall off (same rim, tire etc.) -- Although it does look better it isn't properly synced (not possible at this moment) -- That's why it's disabled by default. Enable it if you don't care about the loose wheel prop not being synced and want it -- to look better for the driver Config.alternativeWheelBreak = false -- The amount of damage the wheels will take on collisions (10-30 seems reasonable to me, for more realistic experience I'd recommend values between 50-100) Config.collisionDamageAmount = 20 -- If you define a model specific multiplier it will be used instead of the class multiplier -- Vehicle classes https://docs.fivem.net/natives/?_0x29439776AAA00A62 Config.collisionDamageMultiplier = { models = { kuruma2 = 0.5 }, classes = { [0] = 1.2, -- Compacts [1] = 1, -- Sedans [2] = 0.8, -- SUVs [3] = 1, -- Coupes [4] = 1, -- Muscle [5] = 1.25, -- Sports Classics [6] = 1.2, -- Sports [7] = 1.2, -- Super [8] = 1.1, -- Motorcycles [9] = 0.5, -- Off-road [10] = 0.5, -- Industrial [11] = 0.5, -- Utility [12] = 1, -- Vans [13] = 0.5, -- Cycles [14] = 0, -- Boats [15] = 0, -- Helicopters [16] = 0, -- Planes [17] = 0.9, -- Service [18] = 0.7, -- Emergency [19] = 0.5, -- Military [20] = 0.5, -- Commercial [21] = 0, -- Trains } } -- The amount of damage the wheels will take on falls (10-30 seems reasonable to me, for more realistic experience I'd recommend values between 50-100) Config.fallDamageAmount = 25 -- Multiplier for the fall damage for vehicles that are using off-road tires/wheels Config.offroadTireFallDamageMultiplier = 0.7 -- Threshold of the fall speed required to deal wheel damage (3.8 by default. If you don't want smaller jumps to deal damage set it higher) Config.fallThreshold = 3.8 -- Minimum fall airtime (in seconds) for the wheels to get damaged. This only counts for the duration the car was falling (going downwards) Config.minimumAirTime = 0.5 -- If you define a model specific multiplier it will be used instead of the class multiplier -- Vehicle classes https://docs.fivem.net/natives/?_0x29439776AAA00A62 Config.fallDamageMultiplier = { models = { bf400 = 0.4, sanchez = 0.4, sanchez2 = 0.4, manchez = 0.4, }, classes = { [0] = 1, -- Compacts [1] = 1, -- Sedans [2] = 0.3, -- SUVs [3] = 1, -- Coupes [4] = 0.7, -- Muscle [5] = 1.3, -- Sports Classics [6] = 1.2, -- Sports [7] = 1.5, -- Super [8] = 0.6, -- Motorcycles [9] = 0.3, -- Off-road [10] = 0.7, -- Industrial [11] = 0.7, -- Utility [12] = 1.3, -- Vans [13] = 0.6, -- Cycles [14] = 0, -- Boats [15] = 0, -- Helicopters [16] = 0, -- Planes [17] = 0.9, -- Service [18] = 0.5, -- Emergency [19] = 0.2, -- Military [20] = 0.7, -- Commercial [21] = 0, -- Trains } } -- Chance of the wheel falling off when it reaches critical damage (0 - 100) Config.fallOffChance = 35 -- Chance of the tire bursting when it reaches critical damage (0 - 100) Config.tireBurstChance = 100 -- Whether or not to respect bulletproof tires for popping (wheels will still fall off) Config.respectBulletproofTires = true -- Makes the car undriveable when at least one wheel falls off Config.setVehicleUndriveable = true -- Some vehicles become really fast when a wheel falls off (blame Rockstar) -- To prevent abuse you can limit the vehicle speed when the wheels fall off Config.limitVehicleSpeed = true -- Speed limit in kmh Config.speedLimit = 40.0 -- There's a few decent wheel models to choose from https://gtahash.ru/?s=wheel -- the 'prop_wheel_01' might fit more popular rims but the 'prop_tornado_wheel' has bouncy physics Config.wheelModel = 'prop_wheel_01' Config.wheelRim = 'prop_wheel_rim_03' -- Vehicle classes https://docs.fivem.net/natives/?_0x29439776AAA00A62 Config.blacklist = { models = { 'blazer', 'blazer2', 'blazer3', 'blazer4', 'blazer5', 'monster', 'monster3', 'monster4', 'monster5', }, classes = { 14, 15, 16, 21 } } -- Fall damage based on the ground type the vehicle lands on -- Surfaces which are counted as road (https://docs.fivem.net/natives/?_0xA7F04022) Config.roadSurfaces = { 1, 3, 4, 12 } -- If you define a model specific multiplier it will be used instead of the class multiplier -- Multiplier that will be used for falls that land on dirt / non road(road like) material Config.offroadFallDamageMultiplier = { models = { bf400 = 0.3, sanchez = 0.3, sanchez2 = 0.3, manchez = 0.3, buggy = 0.7, }, classes = { [0] = 1.0, -- Compacts [1] = 1.0, -- Sedans [2] = 0.9, -- SUVs [3] = 1, -- Coupes [4] = 0.9, -- Muscle [5] = 1.3, -- Sports Classics [6] = 1.3, -- Sports [7] = 1.3, -- Super [8] = 1.0, -- Motorcycles [9] = 0.7, -- Off-road [10] = 0.9, -- Industrial [11] = 1, -- Utility [12] = 1.2, -- Vans [13] = 0.6, -- Cycles [14] = 0, -- Boats [15] = 0, -- Helicopters [16] = 0, -- Planes [17] = 0.9, -- Service [18] = 0.5, -- Emergency [19] = 0.2, -- Military [20] = 0.7, -- Commercial [21] = 0, -- Trains } }