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SPECMIATA_DAMAGE.INI
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153 lines (150 loc) · 11.3 KB
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// This file has two sections... physical damage and vertex deformation.
[PHYSICAL]
RadiusAdd=0.6 // Base radius to apply damage
RadiusMult=0.00014 // Multiplied by collision impulse to increase radius
RadiusMax=1.6 // Maximum radius to apply damage
Engine=9500 // Impulse to seize engine
AeroDiv=2.2e-5 // Multiplied by impulse to affect aerodynamics and vertices
AeroMin=710 // Minimum impulse to damage aero and verts (unlike everything else, computed BEFORE damage multiplier)
VertMult=1.0 // Multiplied by aero damage to get vert damage
RadiatorCoverInstance=DEBRIS0 // If this gets knocked off, engine cools but aerodynamics suffer
DeactivateInstance= // LowDetailEngine // Deactivate this instance if any parts get knocked off
ActivateInstance= // HighDetailEngine // Activate this instance if any parts get knocked off
FLSuspIns=Debris5 // Instance (used for suspension movement on front-left wheel)
FLSuspConn=(0.13,0.94) // Connection points for suspension movement (relative to inboard and outboard verts)
FRSuspIns=Debris7 // Instance (used for suspension movement on front-right wheel)
FRSuspConn=(0.13,0.94) // Connection points for suspension movement (relative to inboard and outboard verts)
RLSuspIns=Debris6 // Instance (used for suspension movement on rear-left wheel)
RLSuspConn=(0.07,0.94) // Connection points for suspension movement (relative to inboard and outboard verts)
RRSuspIns=Debris8 // Instance (used for suspension movement on rear-right wheel)
RRSuspConn=(0.07,0.94) // Connection points for suspension movement (relative to inboard and outboard verts)
WallSkidThresh=3000 // Minimum impulse to generate wall skid (ignores damage setting and multiplier)
FrontWingDetach=1800 // Minimum impulse to detach front wing (doesn't apply to WC cars)
FrontWingRandom=0.95 // Fraction of time wing breaks off
FrontWingPos=(0,0,0) // If zero, automatically finds position of wing from graphics to check for damage
FrontWingMassInertia=(10, 1, 0.5, 1.5) // Mass and inertia
FrontWingCollParams=(3600, 65, 0.6) // Spring/damper/friction
RearWingDetach=3190 // Minimum impulse to detach front wing (doesn't apply to WC cars)
RearWingRandom=0.60 // Fraction of time wing breaks off
RearWingPos=(0,0,0) // If zero, automatically finds position of wing from graphics to check for damage
RearWingMassInertia=(10, 1, 0.5, 1.5) // Mass and inertia
RearWingCollParams=(3600, 65, 0.6) // Spring/damper/friction
TireCutDull=(6000, 0.25) // Impulse and fraction of incidents to cut tire with dull object
TireCutSharp=(500, 0.65) // Impulse and fraction of incidents to cut tire with sharp object (body panel or wing)
WheelBend=980 // Impulse to bend wheel
WheelDetach=2350 // Threshold to detach wheel
WheelRandom=0.57 // Fraction of incidents where wheel actually breaks off
Wheel0MassInertia=(20, 1.5, 1, 1) // Mass and inertia
Wheel0CollParams=(11100, 105, 1) // Spring/damper/friction
Wheel1MassInertia=(20, 1.5, 1, 1) // Mass and inertia
Wheel1CollParams=(11100, 105, 1) // Spring/damper/friction
Wheel2MassInertia=(26, 1.5, 1, 1) // Mass and inertia
Wheel2CollParams=(11100, 105, 1) // Spring/damper/friction
Wheel3MassInertia=(26, 1.5, 1, 1) // Mass and inertia
Wheel3CollParams=(11100, 105, 1) // Spring/damper/friction
Part0Detach=8700 // Impulse to make part become debris (see .gen file)
Part0Random=0.4 // Fraction of time part breaks off
Part0Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part0MassInertia=(20, 2, 4, 2) // Mass and inertia
Part0CollParams=(7200, 100, 0.6) // Spring/damper/friction
Part1Detach=8800 // Impulse to make part become debris (see .gen file)
Part1Random=0.2 // Fraction of time part breaks off
Part1Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part1MassInertia=(10, 1, 1, 1) // Mass and inertia
Part1CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part2Detach=8600 // Impulse to make part become debris (see .gen file)
Part2Random=0.2 // Fraction of time part breaks off
Part2Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part2MassInertia=(10, 1, 1, 1) // Mass and inertia
Part2CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part3Detach=8900 // Impulse to make part become debris (see .gen file)
Part3Random=0.2 // Fraction of time part breaks off
Part3Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part3MassInertia=(10, 1, 1, 1) // Mass and inertia
Part3CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part4Detach=9000 // Impulse to make part become debris (see .gen file)
Part4Random=0.2 // Fraction of time part breaks off
Part4Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part4MassInertia=(10, 1, 1, 1) // Mass and inertia
Part4CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part5Postreq=Wheel0 // Define parts which break off together with the current part
Part5Detach=4300 // Impulse to make part become debris (see .gen file)
Part5Random=0.4 // Fraction of time part breaks off
Part5Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part5MassInertia=(10, 1, 1, 1) // Mass and inertia
Part5CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part6Postreq=Wheel2 // Define parts which break off together with the current part
Part6Detach=4600 // Impulse to make part become debris (see .gen file)
Part6Random=0.4 // Fraction of time part breaks off
Part6Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part6MassInertia=(10, 1, 1, 1) // Mass and inertia
Part6CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part7Postreq=Wheel1 // Define parts which break off together with the current part
Part7Detach=4300 // Impulse to make part become debris (see .gen file)
Part7Random=0.4 // Fraction of time part breaks off
Part7Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part7MassInertia=(10, 1, 1, 1) // Mass and inertia
Part7CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part8Postreq=Wheel3 // Define parts which break off together with the current part
Part8Detach=4600 // Impulse to make part become debris (see .gen file)
Part8Random=0.4 // Fraction of time part breaks off
Part8Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part8MassInertia=(10, 1, 1, 1) // Mass and inertia
Part8CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part9Detach=8800 // Impulse to make part become debris (see .gen file)
Part9Random=0.4 // Fraction of time part breaks off
Part9Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part9MassInertia=(10, 1, 1, 1) // Mass and inertia
Part9CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part10Detach=8800 // Impulse to make part become debris (see .gen file)
Part10Random=0.4 // Fraction of time part breaks off
Part10Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part10MassInertia=(10, 1, 1, 1) // Mass and inertia
Part10CollParams=(3600, 65, 0.6) // Spring/damper/friction
Part11Detach=8800 // Impulse to make part become debris (see .gen file)
Part11Random=0.4 // Fraction of time part breaks off
Part11Pos=(0,0,0) // If zero, automatically finds position of part from graphics to check for damage
Part11MassInertia=(10, 1, 1, 1) // Mass and inertia
Part11CollParams=(3600, 65, 0.6) // Spring/damper/friction
// VERTEX DAMAGE:
// This section defines how verts can be moved. There are two available rules currently:
//
// 1) You can restrict all verts within a given sphere to move a given distance:
// - RestrictionLimit=<maximum movement>
// - RestrictionSphere=(<x>, <y>, <z>, <radius>)
// You can change the limit before each sphere, or continue to use the last one defined.
//
// 2) You can prevent all verts from entering a given sphere:
// - ForceFieldSphere=(<x>, <y>, <z>, <radius>)
// Verts within the sphere cannot get any closer to the center.
//
// Note that the verts here are relative to the graphics model, not the physical CG. To
// make things difficult, the graphics model isn't necessarily centered or anything.
[VERTEX]
DefaultLimit=1.00 // By default, all verts can move up to a meter
RestrictionLimit=0.10 // Restricted verts can only move this far
RestrictionSphere=(0.40, 1.05, 0.08, 0.95) // Don't crush verts too much around driver's head or the helmet might poke through the roof
ForceFieldSphere=( 0.40, 0.40,-0.90, 0.45) // Protect driver's legs
ForceFieldSphere=( 0.00, 0.35,-1.85, 0.45) // Keep body verts out of radiator
ForceFieldSphere=( 0.74, 0.35,-1.62, 0.47) // Keep verts away from FL wheel
ForceFieldSphere=(-0.74, 0.35,-1.62, 0.47) // Keep verts away from FR wheel
ForceFieldSphere=( 0.74, 0.35, 1.44, 0.47) // Keep verts away from RL wheel
ForceFieldSphere=(-0.74, 0.35, 1.44, 0.47) // Keep verts away from RR wheel
DeformableInstance=SLOT // This is a *special* keyword indicating the main body of the slot (which is named on-the-fly)
DeformableInstance=FWING // You can leave this even if your vehicle doesn't have one
DeformableInstance=RWING // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS0 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS1 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS2 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS3 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS4 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS5 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS6 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS7 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS8 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS9 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS10 // You can leave this even if your vehicle doesn't have one
DeformableInstance=DEBRIS11 // You can leave this even if your vehicle doesn't have one
DeformableInstance=EXHAUST
DeformableInstance=WWELL
DeformableInstance=SIDESKIRTS