Collisions Detector [.NET] 1.4
2.414
61
2.414
61
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This script detects collisions in the world, and applies damage depending on impact force to all vehicle occupants.
Damage is applied based on speed difference before and after the impact, so just like in real life. People in bigger vehicles have higher chance of survival than those in smaller vehicles.
Now you can make cops crash/roll over/fall from height and die during chases.
Features:
Damage to driver & passengers when two ped vehicles collide
Damage to driver & passengers when ped vehicles collide with anything/fall from height/roll over.
Damage to player & passengers when colliding with anything/falling from height/rolling over
Damage depends on force of impact
Tweakable to your liking via .ini
Changelog:
v1.0
v1.1
-Added .ini to tweak multipliers
-Removed debug info that I accidently forgot to disable
1.2
-Added the ability to toggle damage for player/peds separately
1.3
-Consistency improvement
1.4
-Rewrote a big chunk of the code, major consistency fix
-Simultaneous collisions now calculated properly
-Tweaked damage multipliers to be as realistic as possible (you can further tweak them to your liking via .ini)
-Increased range, and added the ability to tweak it via .ini
-No more small damage on minor scratches
-Fixed motorcyclists insta death on impact
Requirements:
ASI Loader
Script Hook V
Community Script Hook V .NET 3.1.0
Installation:
Extract both files in to the scripts folder
Use CollisionsDetector.ini to tweak to your liking
Source code:
GitHub
Patreon
Discord
Please support me if you can.
-------------------------------------------------------------------------------------------------------------------------
This script detects collisions in the world, and applies damage depending on impact force to all vehicle occupants.
Damage is applied based on speed difference before and after the impact, so just like in real life. People in bigger vehicles have higher chance of survival than those in smaller vehicles.
Now you can make cops crash/roll over/fall from height and die during chases.
Features:
Changelog:
-Added .ini to tweak multipliers
-Removed debug info that I accidently forgot to disable
-Added the ability to toggle damage for player/peds separately
-Consistency improvement
-Rewrote a big chunk of the code, major consistency fix
-Simultaneous collisions now calculated properly
-Tweaked damage multipliers to be as realistic as possible (you can further tweak them to your liking via .ini)
-Increased range, and added the ability to tweak it via .ini
-No more small damage on minor scratches
-Fixed motorcyclists insta death on impact
Requirements:
Installation:
Source code:
GitHub
Zuerst hochgeladen: 19. September 2022
Letztes Update: 10. Dezember 2022
Last Downloaded: 8 hours ago
21 Kommentare
More mods by RusLanParty:
Requests, early access to unreleased mods, polls, discussions and suggestions:
Patreon
Discord
Please support me if you can.
-------------------------------------------------------------------------------------------------------------------------
This script detects collisions in the world, and applies damage depending on impact force to all vehicle occupants.
Damage is applied based on speed difference before and after the impact, so just like in real life. People in bigger vehicles have higher chance of survival than those in smaller vehicles.
Now you can make cops crash/roll over/fall from height and die during chases.
Features:
Damage to driver & passengers when two ped vehicles collide
Damage to driver & passengers when ped vehicles collide with anything/fall from height/roll over.
Damage to player & passengers when colliding with anything/falling from height/rolling over
Damage depends on force of impact
Tweakable to your liking via .ini
Changelog:
v1.0
v1.1
-Added .ini to tweak multipliers
-Removed debug info that I accidently forgot to disable
1.2
-Added the ability to toggle damage for player/peds separately
1.3
-Consistency improvement
1.4
-Rewrote a big chunk of the code, major consistency fix
-Simultaneous collisions now calculated properly
-Tweaked damage multipliers to be as realistic as possible (you can further tweak them to your liking via .ini)
-Increased range, and added the ability to tweak it via .ini
-No more small damage on minor scratches
-Fixed motorcyclists insta death on impact
Requirements:
ASI Loader
Script Hook V
Community Script Hook V .NET 3.1.0
Installation:
Extract both files in to the scripts folder
Use CollisionsDetector.ini to tweak to your liking
Source code:
GitHub
Patreon
Discord
Please support me if you can.
-------------------------------------------------------------------------------------------------------------------------
This script detects collisions in the world, and applies damage depending on impact force to all vehicle occupants.
Damage is applied based on speed difference before and after the impact, so just like in real life. People in bigger vehicles have higher chance of survival than those in smaller vehicles.
Now you can make cops crash/roll over/fall from height and die during chases.
Features:
Changelog:
-Added .ini to tweak multipliers
-Removed debug info that I accidently forgot to disable
-Added the ability to toggle damage for player/peds separately
-Consistency improvement
-Rewrote a big chunk of the code, major consistency fix
-Simultaneous collisions now calculated properly
-Tweaked damage multipliers to be as realistic as possible (you can further tweak them to your liking via .ini)
-Increased range, and added the ability to tweak it via .ini
-No more small damage on minor scratches
-Fixed motorcyclists insta death on impact
Requirements:
Installation:
Source code:
GitHub
Zuerst hochgeladen: 19. September 2022
Letztes Update: 10. Dezember 2022
Last Downloaded: 8 hours ago
I've been waiting for something like this for a very long time, amazing job
nice
This is a really cool idea/mod! Well done man!!!
Anyway, about the bugs you mentioned in the description:
I haven't really worked with C# or the whole SHV/SHVDN, but I looked a bit into your code, and I think I have an idea what's causing all the problems!
1. As I tested, looks like the `GetNearbyPeds` method gives you a reference to the ped objects (which means the values inside them will change while the game goes on).
2. The `Script.Wait(1)` that you put inside of your `PedDam` method blocks your script for a moment.
So, now, while your script is blocked by your call to the `Wait` method, the data inside the peds' objects will change.
My solution...
1. Extract the primary speed of all vehicles.
2. Use the `Wait` method.
3. Extract the secondary speed of all vehicles.
4. Do the rest as before.
where did you get that spark fx? omg
@BibBib thank you I will look into that and update the mod if I'll have any succes.
@OhMrZack it's from NVE, it's free now for single player
Are you planning to add a config?
I think it would be nice to be able to increase the damage peds receive during crashes,
and perhaps a option to disable the debug thing that pops up when you press 9.
@11john11 done, enjoy :)
Any possibility to only have this on the player? (with the ini)
Racers in franklin races are dying in crashes.
@thalilmythos done, enjoy
Is there a reason why I cant see the health bar of peds?
@Officer_Barkley911 this is another mod I used, to show the damage in the screenshots. Search for "ped health bar".
Does this ACTUALLY work for cops though? Cause I have been using this and ramming cop cars and they don't die.
@Rumblestrut It does, maybe try increasing the damage multiplier in the .ini, if you want them to die faster
Crashing with a passenger causes the car to boost forward and dealing a shit ton of damage
@Jonizz What do you mean by boost forward? If you're talking about the video this is a trainer that makes the car heavy, I used it to test the script. The script only calculates the difference in speed beforer/after the collision and applies damage accordingly.
@RusLanParty When I was doing that one mission where you pull down that tennis coach's house I could hit a pole and the car would go forward like really fast like it got boost. and I would take a shit ton of damage
@Jonizz it's not this mod, maybe a glitch
@RusLanParty when I set the "playerEnabled=false" in the INI, it still shows up as damage on the player (me) - how do I have this mod ONLY for other NPCs and NOT the player?
@BibBib took your advice and with some help from stackoverflow managed to rewrite it, uploading now. Thank you :)
@Suzerain001 that is weird, it works for me.
there is only one for me