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										611
									
								
								resources/[carscripts]/kq_realoffroad/config.lua
									
										
									
									
									
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								resources/[carscripts]/kq_realoffroad/config.lua
									
										
									
									
									
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Config = {}
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-- This enabled additional debug commands and logs
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-- Debug commands:
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-- /surfaceDebug - Displays the surface that the wheel is standing on along with all its configured values
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Config.debug = false
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-------------------------------------------------
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--- GENERAL SETTINGS
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-------------------------------------------------
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-- By default this script is configured to replicate realistic(ish) values while keeping the gameplay fun and entertaining.
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-- If you want to make this script less realistic and more arcady. If your players are getting annoyed and you don't want
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-- a realistic handling. Here are the recommended values:
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-- generalDepthDifficulty = 25
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-- generalSinkageSpeed = 50
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-- generalTractionLoss = 50
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-- General difficulty of the depth handling.
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-- 100 = default
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-- Lower this value to make driving in deep surfaces (such as mud or deep sand) easier for ALL vehicles
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-- Raise this value to make driving in deep surfaces more difficult
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Config.generalDepthDifficulty = 100
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-- General speed of the vehicle sinking into the surface
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-- 100 = Default
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-- Lower this value to make all vehicles sink slower
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-- Raise this value to make all vehicles sink faster
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Config.generalSinkageSpeed = 100
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-- General loss of traction based on vehicle surface
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-- Vehicles will be more likely to skid on low traction surfaces
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-- Lower this value to decrease the general traction loss (make vehicles drift less on slippery surfaces)
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-- Raise this value to make vehicles lose more traction on slippery surfaces (make vehicles drift more on slippery surfaces)
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Config.generalTractionLoss = 100
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-------------------------------------------------
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--- VEHICLE MODIFIERS
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-------------------------------------------------
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-- Changes that offroad tires will make.
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-- upgradeValue = value of how much better the vehicle should perform when deep in a surface (mud, sand, etc.)
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-- tractionOnSoft = Additional traction when on materials of softness that's more than 10
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-- tractionOnHard = Additional (in default case negative) traction on hard materials (softness less than 10)
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Config.offroadTires = {
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    upgradeValue = 50,
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    tractionOnSoft = 20,
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    tractionOnHard = -10,
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}
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-- Handling upgrade in deep surface for AWD (4WD) vehicles
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Config.awdUpgrade = 25
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-- Speed at which vehicles will have 100% of skidding effect applied. When driving under said speed vehicles will not slide nearly as much
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-- (in km/h)
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Config.skidSpeedThreshold = 60
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-------------------------------------------------
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--- SCRIPT PERFORMANCE SETTINGS
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-------------------------------------------------
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-- The refresh rate of all the sinking/surface logic. The higher the value the less smoother the visuals but better script performance.
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-- If your server is known for players with slower devices you might want to turn this up
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-- If your players have better computers or you really want the off-roading to look good try turning it down
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-- Values between 100 - 500
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Config.refreshRate = 200
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-------------------------------------------------
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--- AREA BLACKLISTING
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-------------------------------------------------
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-- Some custom MLOs have incorrectly set surfaces for the areas (e.g asphalt is marked as dirt or sand), causing vehicles to sink
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-- Here you can define custom areas in which the script will not be active in
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-- By default I configured some popular locations for custom MLOs to hopefully prevent majority of issues with sinking into
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-- incorrectly setup MLO surfaces
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Config.areaBlacklist = {
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    { -- Pillbox hospital
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        coords = vector3(293.17, -584.5, 42.8),
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        radius = 20.0
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    },
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    { -- LSPD
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        coords = vector3(444.9, -1003.2, 30.7),
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        radius = 60.0
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    },
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    { -- Simeon's dealership
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        coords = vector3(-40.4, -1111.3, 25.8),
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        radius = 40.0
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    },
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    { -- BCSO
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        coords = vector3(-446.0, 6013.8, 31.8),
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        radius = 50.0
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    },
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    { -- Sandy Shores PD
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        coords = vector3(1853.6, 3685.8, 34.3),
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        radius = 25.0
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    },
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    { -- Legion Square
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        coords = vector3(202.3, -941.9, 27.6),
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        radius = 120.0
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    },
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}
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-------------------------------------------------
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--- DETAILED SETTINGS
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-------------------------------------------------
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-- Blacklist. This will disable all script functionality for said model/vehicle class
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Config.blacklist = {
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    models = {
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        'rcbandito',
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        'monster',
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        'rhino',
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        'scarab',
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        'khanjali',
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    },
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    classes = {
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        [0] = false, -- Compacts
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        [1] = false, -- Sedans
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        [2] = false, -- SUVs
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        [3] = false, -- Coupes
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        [4] = false, -- Muscle
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        [5] = false, -- Sports Classics
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        [6] = false, -- Sports
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        [7] = false, -- Super
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        [8] = false, -- Motorcycles
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        [9] = false, -- Off-road
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        [10] = false, -- Industrial
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        [11] = false, -- Utility
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        [12] = false, -- Vans
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        [17] = false, -- Service
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        [18] = false, -- Emergency
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        [19] = false, -- Military
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        [20] = false, -- Commercial
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    }
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}
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-- If you define a model specific multiplier it will be used instead of the class multiplier
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-- Vehicle classes https://docs.fivem.net/natives/?_0x29439776AAA00A62
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-- Abstract value - Determines how well the class or model of the vehicle can handle being submerged in the surface
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-- 0 = Default
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-- Positive values = Better handling / ability to get out of deep surface
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-- Negative values = Worse handling / less ability to get out of deep surface
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Config.depthHandlingQuality = {
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    models = {
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        seminole2 = 20,
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        sandking = 20,
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        sandking2 = 20,
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        issi2 = -10,
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        panto = -20,
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        comet4 = 30,
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        -- dirt bikes
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        bf400 = 30,
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        sanchez = 20,
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        manchez = 20,
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        esskey = 0,
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        cliffhanger = 0,
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        enduro = 0,
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    },
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    classes = {
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        [0] = 5, -- Compacts
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        [1] = -5, -- Sedans
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        [2] = 15, -- SUVs
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        [3] = 0, -- Coupes
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        [4] = -5, -- Muscle
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        [5] = 5, -- Sports Classics
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        [6] = 5, -- Sports
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        [7] = 5, -- Super
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        [8] = -20, -- Motorcycles
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        [9] = 35, -- Off-road
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        [10] = -10, -- Industrial
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        [11] = -10, -- Utility
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        [12] = -5, -- Vans
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        [17] = 10, -- Service
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        [18] = 10, -- Emergency
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        [19] = 15, -- Military
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        [20] = -5, -- Commercial
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    }
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}
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-- If you define a model specific multiplier it will be used instead of the class multiplier
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-- Vehicle classes https://docs.fivem.net/natives/?_0x29439776AAA00A62
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-- Abstract value - Determines how much traction the vehicle has on an off-road surface
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-- 0 = Default
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-- Positive values = Better handling / less traction loss effect
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-- Negative values = Worse handling / more traction loss effect
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Config.tractionHandlingQuality = {
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    models = {
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        seminole2 = 25,
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        sandking = 15,
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        sandking2 = 15,
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        comet4 = 20,
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    },
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    classes = {
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        [0] = 5, -- Compacts
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        [1] = 0, -- Sedans
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        [2] = 10, -- SUVs
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        [3] = 0, -- Coupes
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        [4] = -5, -- Muscle
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        [5] = -5, -- Sports Classics
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        [6] = -5, -- Sports
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        [7] = -10, -- Super
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        [8] = 0, -- Motorcycles
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        [9] = 20, -- Off-road
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        [10] = -10, -- Industrial
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        [11] = -10, -- Utility
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        [12] = -5, -- Vans
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        [17] = 10, -- Service
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        [18] = 15, -- Emergency
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        [19] = 20, -- Military
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        [20] = -5, -- Commercial
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    }
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}
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-- Options to decrease traction when theres snow on the roads or the weather is snowy
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Config.snow = {
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    enabled = true,
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    tractionLoss = 30,
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    weathers = {
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        'XMAS',
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    },
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}
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-- Options to decrease traction when its raining
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Config.rain = {
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    enabled = true,
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    tractionLoss = 10,
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}
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-- Whether to disable the total stop when deep in mud. When `true` vehicles will always be able to move slowly, even when deep submerged
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Config.disableTotalStop = false
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-------------------------------------------------
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--- ROADSIDE SETTINGS
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-------------------------------------------------
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-- 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.
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Config.roadSideHelper = {
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    enabled = true,
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    -- Maximum distance from the road (mind that this takes the middle point of the road. You can see the distance in the /surfaceDebug mode
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    distanceThreshold = 15.0,
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    -- Depth multiplier
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    depthMultiplier = 0.1,
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    -- Traction loss multiplier
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    tractionMultiplier = 0.25,
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}
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-------------------------------------------------
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--- SURFACES
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-------------------------------------------------
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-- name = Only used for the ease of config as well as the debug mode
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-- traction = Amount of traction on the surface. Anything below 100 will make the vehicles skid. Lower value = more skid
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-- Maximum 100
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-- Minimum 0
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-- depth = Maximum depth of the surface in mm (millimeter) - (100mm = +-4 inches)
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-- Maximum infinite
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-- Minimum 0
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-- 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
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-- Maximum infinite
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-- Minimum 0
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-- Values which will be assigned to all un-configured surfaces
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Config.fallbackSurface = {
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    name = 'Fallback Surface',
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    traction = 100,
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    depth = 0,
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    softness = 0,
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}
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Config.surfaces = {
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    [1] = {
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        name = 'Concrete',
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        traction = 100,
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        depth = 0,
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        softness = 0,
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    },
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    [4] = {
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        name = 'Road',
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        traction = 100,
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        depth = 0,
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        softness = 0,
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    },
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    [5] = {
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        name = 'Tarmac',
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        traction = 100,
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        depth = 0,
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        softness = 0,
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    },
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    [6] = {
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        name = 'Sandy roadside',
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        traction = 80,
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        depth = 50,
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        softness = 5,
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    },
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    [9] = {
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        name = 'Sandstone',
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        traction = 80,
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        depth = 0,
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        softness = 0,
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    },
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    [10] = {
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        name = 'Rock',
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        traction = 80,
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        depth = 0,
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        softness = 0,
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    },
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    [11] = {
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        name = 'Rock',
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        traction = 80,
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        depth = 0,
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        softness = 0,
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		||||
    },
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    [13] = {
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        name = 'Cobble',
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        traction = 90,
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        depth = 0,
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        softness = 0,
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		||||
    },
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		||||
    [16] = {
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        name = 'Limestoneesque sand',
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        traction = 80,
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		||||
        depth = 0,
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		||||
        softness = 0,
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		||||
    },
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		||||
    [17] = {
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		||||
        name = 'Rocky dry dirt',
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        traction = 80,
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        depth = 50,
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        softness = 5,
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		||||
    },
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		||||
    [18] = {
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		||||
        name = 'Dry sand',
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		||||
        traction = 80,
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		||||
        depth = 130,
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		||||
        softness = 40,
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		||||
    },
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		||||
    [19] = {
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		||||
        name = 'Road sand',
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        traction = 90,
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		||||
        depth = 30,
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        softness = 5,
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		||||
    },
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		||||
    [20] = {
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		||||
        name = 'Grainy Sand',
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        traction = 80,
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		||||
        depth = 100,
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		||||
        softness = 10,
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		||||
    },
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		||||
    [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',
 | 
			
		||||
}
 | 
			
		||||
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		Reference in a new issue