Handling.cfg — различия между версиями

Материал из GTAModding.ru
Перейти к: навигация, поиск
Строка 1: Строка 1:
 +
{{перевод}}
 +
 
CFG - это формат файлов, используемый в GTA III, GTA: VC и GTA: SA. Во всех трёх играх этот формат был задействован только при создании файла Handling.GFG, отвечающего за характеристики транспортных средств. Этот файл может быть открыт любым текстовым редактором.
 
CFG - это формат файлов, используемый в GTA III, GTA: VC и GTA: SA. Во всех трёх играх этот формат был задействован только при создании файла Handling.GFG, отвечающего за характеристики транспортных средств. Этот файл может быть открыт любым текстовым редактором.
  

Версия 02:11, 3 августа 2012

GlobeLang.png Эта статья требует полного или частичного перевода.
Часть этой статьи написана на иностранном языке. Если вы знаете его, пожалуйста, помогите с ее переводом на русский язык.

CFG - это формат файлов, используемый в GTA III, GTA: VC и GTA: SA. Во всех трёх играх этот формат был задействован только при создании файла Handling.GFG, отвечающего за характеристики транспортных средств. Этот файл может быть открыт любым текстовым редактором.

Содержание

GTA III

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The special behaviour of boats, bikes and flying vehicles are hardcoded in GTA III and are not included in the handling.cfg file.

The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Описание
a vehicle identifier Relates this data with default.ide and other files.
b fMass Mass of the vehicle in kilograms.
c Dimensions.x Width of the vehicle in metres, used for aerodynamic and motion effects.
d Dimensions.y Length of the vehicle in metres, used for aerodynamic and motion effects.
e Dimensions.z Height of the vehicle in metres, used for aerodynamic and motion effects.
f CentreOfMass.x Distance from the centre of the car in metres to the right for the centre of mass.
g CentreOfMass.y Distance from the centre of the car in metres forward for the centre of mass.
h CentreOfMass.z Distance from the centre of the car in metres upward for the centre of mass.
i nPercentSubmerged Percentage of the vehicle height required to be submerged for the car to float.
j fTractionMultiplier Cornering grip of the vehicle as a multiplier of the tyre surface friction.
k fTractionLoss Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
l fTractionBias Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
m TransmissionData.nNumberOfGears Number of gearchange animations and sound effects to use.
n TransmissionData.fMaxVelocity Limits the top speed.
o TransmissionData.fEngineAcceleration Basic rate of acceleration.
p TransmissionData.nDriveType Assigns Front, Rear or 4 wheel drive.
q TransmissionData.nEngineType Assigns Petrol, Diesel or Electric engine characteristics.
r fBrakeDeceleration Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
s fBrakeBias Ratio of braking force of front compared to rear; higher values move bias forward.
t bABS
u fSteeringLock Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
v fSuspensionForceLevel Explained in my suspension tutorial.
w fSuspensionDampingLevel Explained in my suspension tutorial.
x fSeatOffsetDistance Distance from door position to seat position.
y fCollisionDamageMultiplier How much damage vehicle engine gets from collisions. Higher value means more damage.
z nMonetaryValue Seems to have no effect.
aa suspension upper limit Uppermost movement of wheels in metres.
ab suspension lower limit Ride height of vehicle in metres.
ac suspension bias Ratio of suspension force to apply at the rear compared to the front.
ad Flags Name Special features which can be enabled or disabled.
ae front lights Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
af rear lights Same as above but for the tail lights.

=Флаги

Column "ad", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Byte Value Column Name Description
1 1 1G_BOOST Makes tyres spin more readily from standing starts.
2 2G_BOOST Makes tyres spin more readily at low speeds.
4 REV_BONNET Reverses the direction boot and bonnet axis operate.
8 HANGING_BOOT Manipulates operation of boot object.
2 1 NO_DOORS Removes all testing for doors; used with BF Injection.
2 IS_VAN Allows double boot object.
4 IS_BUS Unsure of precise application.
8 IS_LOW Makes driver recline into seat.
3 1 DBL_EXHAUST Allows second exhaust particle animation.
2 TAILGATE_BOOT Manipulates operation of boot object.
4 NOSWING_BOOT Manipulates operation of boot object.
8 NONPLAYER_STABILISER Seems to have no effect.
4 1 NEUTRALHANDLING Seems to have no effect.
2 HAS_NO_ROOF Various slight effects.
4 IS_BIG Changes the way that the AI drives around corners.
8 HALOGEN_LIGHTS Slightly manipulates appearence of vehicle lights.

GTA Vice City

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
a vehicle identifier Relates this data with default.ide and other files.
b fMass Mass of the vehicle in kilograms.
c Dimensions.x Width of the vehicle in metres, used for aerodynamic and motion effects.
d Dimensions.y Length of the vehicle in metres, used for aerodynamic and motion effects.
e Dimensions.z Height of the vehicle in metres, used for aerodynamic and motion effects.
f CentreOfMass.x Distance from the centre of the car in metres to the right for the centre of mass.
g CentreOfMass.y Distance from the centre of the car in metres forward for the centre of mass.
h CentreOfMass.z Distance from the centre of the car in metres upward for the centre of mass.
i nPercentSubmerged Percentage of the vehicle height required to be submerged for the car to float.
j fTractionMultiplier Cornering grip of the vehicle as a multiplier of the tyre surface friction.
k fTractionLoss Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
l fTractionBias Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
m TransmissionData.nNumberOfGears Number of gearchange animations and sound effects to use.
n TransmissionData.fMaxVelocity Limits the top speed.
o TransmissionData.fEngineAcceleration Basic rate of acceleration.
p TransmissionData.nDriveType Assigns Front, Rear or 4 wheel drive.
q TransmissionData.nEngineType Assigns Petrol, Diesel or Electric engine characteristics.
r fBrakeDeceleration Overall decelerative force, set so keyboard controls do not quite lock up the wheels.
s fBrakeBias Ratio of braking force of front compared to rear; higher values move bias forward.
t bABS Seems to have no effect.
u fSteeringLock Maximum rotation of steering arc in degrees; use negatives for rear wheel steered vehicles.
v fSuspensionForceLevel Explained in my suspension tutorial.
w fSuspensionDampingLevel Explained in my suspension tutorial.
x fSeatOffsetDistance Distance from door position to seat position.
y fCollisionDamageMultiplier How much damage vehicle engine gets from collisions. Higher value means more damage.
z nMonetaryValue Used to calculate the Property Destroyed statistic.
aa suspension upper limit Uppermost movement of wheels in metres.
ab suspension lower limit Ride height of vehicle in metres.
ac suspension bias Ratio of suspension force to apply at the rear compared to the front.
ad suspension anti-dive multiplier Changes the amount of body pitching under braking and acceleration.
ad Flags Special features which can be enabled or disabled.
ae front lights Defines the size of the head lights of the vehicle. Using numbers out of range has unusual effects.
af rear lights Same as above but for the tail lights.

Флаги

Column "ae", called "Flags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Byte Value Column Name Description
1 1 1G_BOOST Makes tyres spin more readily from standing starts.
2 2G_BOOST Makes tyres spin more readily at low speeds.
4 REV_BONNET Reverses the direction boot and bonnet axis operate.
8 HANGING_BOOT Manipulates operation of boot object.
2 1 NO_DOORS Removes all testing for doors; used with BF Injection.
2 IS_VAN Allows double boot object.
4 IS_BUS Unsure of precise application, possibly used in conjunction with special bus animation that instructs that no actor model is displayed for actor inside bus.
8 IS_LOW Makes driver recline into seat.
3 1 DBL_EXHAUST Allows second exhaust particle animation.
2 TAILGATE_BOOT Manipulates operation of boot object.
4 NOSWING_BOOT Manipulates operation of boot object.
8 NONPLAYER_STABILISER Seems to have no effect, could be related to how the AI operates the vehicle
4 1 NEUTRALHANDLING Seems to have no effect, could be related to how the AI operates the vehicle
2 HAS_NO_ROOF Various slight effects.
4 IS_BIG Changes the way that the AI drives around corners.
8 HALOGEN_LIGHTS Slightly manipulates appearence of vehicle lights.
5 1 IS_BIKE Makes the game engine treat this vehicle as a motorbike when used with default.ide attributes.
2 IS_HELI Makes the game engine treat this vehicle as a helicopter when used with default.ide attributes.
4 IS_PLANE Makes the game engine treat this vehicle as a plane when used with default.ide attributes.
8 IS_BOAT Makes the game engine treat this vehicle as a boat when used with default.ide attributes.
6 1 NO_EXHAUST Removes the exhaust animation particle for this vehicle.
2 REARWHEEL_1ST Seems to have no effect.
4 HANDBRAKE_TYRE Seems to have no effect.
8 SIT_IN_BOAT Makes the player sit in this boat.
7 1 FAT_REARW Doubles the width of the rear wheels.
2 NARROW_FRONTW Halves the width of the front wheels.
4 GOOD_INSAND Prevents vehicle from bogging down on sand surface.
8 SPECIAL_FLIGHT Is not mentioned in the handling.cfg comments. This is applied to some flying vehicles.

Boat Data

This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
J Bank Force Mult Amount of lean when turning.
K Rudder Turn Force Effect of the steering.
L Speed Steer Falloff Amount to reduce steering effect by as speed increases.
R Vertical Wave Hit Limit
S Forward Wave Hit Brake
V WaterResistance Volume Mult
W Water Damping Mult
ab Handbrake Drag Mult
ac Sideslip Force Strength that the boat will be pushed sideways by waves.

Repurposed Standard Data

Some of the Standard Data settings have a different effect for floating vehicles than they would for land vehicles.

Column Letter Column Name Description
- - -

Шаблон:Incomplete

Bike Data

This section contains the performance settings from the section for motorbikes. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
- - -

Шаблон:Incomplete

Flying Data

This section contains the performance settings from the section for flying vehicles, such as planes and helicopters. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
- - -

Шаблон:Incomplete

GTA San Andreas

Standard Data

This section contains all the performance settings for land vehicles and provides the base settings for boats, bikes and flying vehicles. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
A vehicle identifier Relates this data with vehicle.ide and other files.
B fMass Mass of the vehicle in kilograms.
C fTurnMass Used to calculate motion effects.
D fDragMult Changes resistance to movement.
F CentreOfMass.x Distance from the centre of the car in metres to the right for the centre of mass.
G CentreOfMass.y Distance from the centre of the car in metres forwards for the centre of mass.
H CentreOfMass.z Distance from the centre of the car in metres upwards for the centre of mass.
I nPercentSubmerged Percentage of the vehicle height required to be submerged for the car to float.
J fTractionMultiplier Cornering grip of the vehicle as a multiplier of the tyre surface friction.
K fTractionLoss Accelerating/braking grip of the vehicle as a multiplier of the tyre surface friction.
L fTractionBias Ratio of front axle grip to rear axle grip; higher value shifts grip forwards.
M TransmissionData.nNumberOfGears Number of gearchange animations and sound effects to use.
N TransmissionData.fMaxVelocity Limits the top speed.
O TransmissionData.fEngineAcceleration Basic rate of acceleration.
P TransmissionData.fEngineInertia Smooths or sharpens the acceleration curve.
Q TransmissionData.nDriveType Assigns Front, Rear or 4 wheel drive.
R TransmissionData.nEngineType Assigns Petrol, Diesel or Electric engine characteristics.
S fBrakeDeceleration Overall decelerative force.
T fBrakeBias Ratio of braking force of front compared to rear; higher values move bias forward.
U bABS ABS Brakes "0" = no and "1" = yes
V fSteeringLock Maximum angle of steering in degrees.
a fSuspensionForceLevel
b fSuspensionDampingLevel
c fSuspensionHighSpdComDamp Stiffens the dampening strength as speed increases.
d suspension upper limit Explained in my suspension tutorial.
e suspension lower limit Explained in my suspension tutorial.
f suspension bias between front and rear Ratio of suspension force to apply at the front compared to the rear.
g suspension anti-dive multiplier Changes the amount of body pitching under braking and acceleration.
aa fSeatOffsetDistance Distance from door position to seat postion.
ab fCollisionDamageMultiplier Amount of engine damage vehicle gets from collisions. Higher value means more damage.
ac nMonetaryValue Used to calculate the Value of property damaged statistic.
af modelFlags Special animations features of the which can be enabled or disabled.
ag handlingFlags Special performance features.
ah front lights Type of head lights of the vehicle.
ai rear lights Same as above but for the tail lights.
aj Vehicle anim group Refers to an Animation ID number.

Model Flag Data

Column "af", called "modelFlags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Byte Value Column Name Description
1 1 IS_VAN Allows double doors for the rear animation.
2 IS_BUS Vehicle uses bus stops and will try to take on passengers.
4 IS_LOW Drivers and passengers sit lower and lean back.
8 IS_BIG Changes the way that the AI drives around corners.
2 1 REVERSE_BONNET Bonnet and boot open in opposite direction from normal.
2 HANGING_BOOT Boot opens from top edge.
4 TAILGATE_BOOT Boot opens from bottom edge.
8 NOSWING_BOOT Boot does not open.
3 1 NO_DOORS Door open and close animations are skipped.
2 TANDEM_SEATS Two people will use the front passenger seat.
4 SIT_IN_BOAT Uses seated boat animation instead of standing.
8 CONVERTIBLE Changes how hookers operate and other small effects.
4 1 NO_EXHAUST Removes all exhaust particles.
2 DBL_EXHAUST Adds a second exhaust particle on opposite side to first.
4 NO1FPS_LOOK_BEHIND Prevents player using rear view when in first-person mode.
8 FORCE_DOOR_CHECK
5 1 AXLE_F_NOTILT Front wheels stay vertical to the car like GTA 3.
2 AXLE_F_SOLID Front wheels stay parallel to each other.
4 AXLE_F_MCPHERSON Front wheels tilt like GTA Vice City.
8 AXLE_F_REVERSE Reverses the tilting of wheels when using AXLE_F_MCPHERSON suspension.
6 1 AXLE_R_NOTILT Rear wheels stay vertical to the car like GTA 3.
2 AXLE_R_SOLID Rear wheels stay parallel to each other.
4 AXLE_R_MCPHERSON Rear wheels tilt like GTA Vice City.
8 AXLE_R_REVERSE Reverses the tilting of wheels when using AXLE_R_MCPHERSON suspension.
7 1 IS_BIKE Use extra handling settings in the bikes section.
2 IS_HELI Use extra handling settings in the flying section.
4 IS_PLANE Use extra handling settings in the flying section.
8 IS_BOAT Use extra handling settings in the boats section.
8 1 BOUNCE_PANELS
2 DOUBLE_RWHEELS Places a second instance of each rear wheel next to the normal one.
4 FORCE_GROUND_CLEARANCE
8 IS_HATCHBACK

Handling Flag Data

Column "ag", called "handlingFlags", is a sixteen-bit integer value stored as a hexadecimal value in four bytes (characters). The number is written with the smallest value on the right, which is bit number one, with the higher value bits to the left. The below table describes what each of the sixteen bits in this setting do:

Byte Value Column Name Description
1 1 1G_BOOST Gives more engine power for standing starts; better hill climbing.
2 2G_BOOST Gives more engine power at slightly higher speeds.
4 NPC_ANTI_ROLL No body roll when driven by AI characters.
8 NPC_NEUTRAL_HANDL Less likely to spin out when driven by AI characters.
2 1 NO_HANDBRAKE Disables the handbrake effect.
2 STEER_REARWHEELS Rear wheels steer instead of front, like a forklift truck.
4 HB_REARWHEEL_STEER Handbrake makes the rear wheels steer as well as front, like the monster truck.
8 ALT_STEER_OPT
3 1 WHEEL_F_NARROW2 Very narrow front wheels.
2 WHEEL_F_NARROW Narrow front wheels.
4 WHEEL_F_WIDE Wide front wheels.
8 WHEEL_F_WIDE2 Very wide front wheels.
4 1 WHEEL_R_NARROW2 Very narrow rear wheels.
2 WHEEL_R_NARROW Narrow rear wheels.
4 WHEEL_R_WIDE Wide rear wheels.
8 WHEEL_R_WIDE2 Very wide rear wheels.
5 1 HYDRAULIC_GEOM Lowrider hydraulics
2 HYDRAULIC_INST Will spawn with hydraulics installed.
4 NOS_INST Vehicle automatically gets NOS installed when it spawns.
8 HYDRAULIC_NONE Hydraulics cannot be installed.
6 1 OFFROAD_ABILITY Vehicle will perform better on loose surfaces like dirt.
2 OFFROAD_ABILITY2 Vehicle will perform better on soft surfaces like sand.
4 HALOGEN_LIGHTS Makes headlights brighter and more blue.
8 PROC_REARWHEEL_1ST
7 1 USE_MAXSP_LIMIT Prevents vehicle going faster than column N value for maximum speed.
2 LOW_RIDER Allows vehicle to be modified at Loco Low Co shops.
4 STREET_RACER When set, vehicle can only be modified at Wheel Arch Angels.
8 UNDEFINED No effect.
8 1 SWINGING_CHASSIS Lets the car body move from side to side on the suspension.
2 UNDEFINED No effect.
4 UNDEFINED No effect.
8 UNDEFINED No effect.

Boat Data

This section contains all the performance settings from the section for floating vehicles, such as boats and flying vehicles which can land on water. The below table provides the column letter, column name and a brief description for each setting available in this section.

Column Letter Column Name Description
J Bank Force Mult Amount of lean when turning.
K Rudder Turn Force Effect of the steering.
L Speed Steer Falloff Amount to reduce steering effect by as speed increases.
S Vertical Wave Hit Limit
T Forward Wave Hit Brake
a WaterResistance Volume Mult
b Water Damping Mult
d Handbrake Drag Mult
e Sideslip Force Strength that the boat will be pushed sideways by waves.