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Topics - MadmaN

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31
The Bully: Scholarship Edition Vehicle Spawner Mod v1 BETA.
The modding team of Steman and MadmaN are proud to present to you the much awaited Bully: Scholarship Edition Vehicle Spawner v1.



The Vehicle Spawner is currently working with most of the vehicles but some are not working with it atm and as such are not added to it. For this v1 Beta release we have the following vehicles added and working with this spawner:  all 3 arcade vehicles, the gokart, the mower, the scooter/moped and the various bikes (aswell as Peanuts' hidden race bike). V2 of this mod will have the cars added to it which will complete this mod fully but until that release is done this should at least tide all of you over to have some fun in bully that you couldn't do before.

We do ask that everyone to please refrain from asking when v2 will be done since that release will get done when it is done and not before.

Here are the instructions on how to use this mod (which are included in the readme as well):

HOW TO USE:
To load the Bully Vehicle Spawner v1 select which file version you would like to use and then replace Scripts.img and Scripts.dir in the "Rockstar Games\Bully Scholarship Edition\Scripts" folder with one of the 4 modded files. You may also change the Trigger.img, in the "Rockstar Games\Bully Scholarship Edition\DAT" folder for a quicker teleport to the boot point. Leave the boys dorm or go the the carnival and start the "Splish Splash" minigame to boot up the chosen modded file.

CONTROLS:
1) Hold the PREVIOUS WEAPON key (mouse wheel up for default controls)
2) Press LEFT or RIGHT to select a vehicle, (arrow left and right for default)
3) Press UP to spawn selected vehicle and release PREVIOUS WEAPON key (up for default)



We hope you all have fun with this mod release and to please not distribute this mod anywhere since The Bully Vehicle Spawner is made exclusively for the bully board.

NOTE:
There is a bug with file 4 since this is the race vehicles file. If you activate the spawner and get busted, your game will most likely crash, also their is a sound problem when driving the arcade vehicles. These bugs will hopefully be fixed in v2 when we get the cars working.

Here is a list of the md5 and sha1 hashes of all the files so you can be sure its a official release and not a stolen one:

md5
0f4e53e631bf8b76e0bc4ed50e845410 *BULLY VEHICLE SPAWNER V1.rar

sha1
8ab7dfacbdcb7ef6af0322d2fc0467cac6475db2 *BULLY VEHICLE SPAWNER V1.rar

md5
00d0fe6c89dfcef7747931a8a2e3f29b *BACKUP/Scripts.dir
fed5cf17a8f4188f64eb2780ef0bb259 *BACKUP/Scripts.img
1ce92ab66ac511fef038c07c934f0778 *BACKUP/Trigger.dir
20dc60e5341f1c1c4fed9afc65637055 *BACKUP/Trigger.img
4cdeeb0c79b717c9a39eb3850d0906b5 *VEHICLE SPAWNER/FILE 1/Scripts.dir
af9ecf58ea76ff6e6bb0ad6ec2916402 *VEHICLE SPAWNER/FILE 1/Scripts.img
07c7d779d908d6b5a1e5f6c7813df67a *VEHICLE SPAWNER/FILE 1/Trigger.img
4cdeeb0c79b717c9a39eb3850d0906b5 *VEHICLE SPAWNER/FILE 2/Scripts.dir
1160d62f8ba5f1624e4bb068cca5018d *VEHICLE SPAWNER/FILE 2/Scripts.img
07c7d779d908d6b5a1e5f6c7813df67a *VEHICLE SPAWNER/FILE 2/Trigger.img
4cdeeb0c79b717c9a39eb3850d0906b5 *VEHICLE SPAWNER/FILE 3/Scripts.dir
4c859222b9139bb57f495d23537a888a *VEHICLE SPAWNER/FILE 3/Scripts.img
07c7d779d908d6b5a1e5f6c7813df67a *VEHICLE SPAWNER/FILE 3/Trigger.img
4cdeeb0c79b717c9a39eb3850d0906b5 *VEHICLE SPAWNER/FILE 4/Scripts.dir
10f9dfd00f81741d36b1920c63162554 *VEHICLE SPAWNER/FILE 4/Scripts.img
07c7d779d908d6b5a1e5f6c7813df67a *VEHICLE SPAWNER/FILE 4/Trigger.img
bbc7d1dd1d538aba9b868ea4545484d6 *BULLY VEHICLE SPAWNER V1 READ ME.txt

sha1
1605d8aed7b30e8ddc4d087ef99468a6c6e4d306 *BACKUP/Scripts.dir
d8ecd11506cfb7771cc8c1d0ccf8e5d87762b35e *BACKUP/Scripts.img
e4269329f1e5f701b3185d0afb233167d687f012 *BACKUP/Trigger.dir
18fe98cca05fe0b7084e04720efc8360f4ec3abe *BACKUP/Trigger.img
39498d0f23bcc06a23ea1ec7020d2d2de6a3bc02 *VEHICLE SPAWNER/FILE 1/Scripts.dir
df0e024358862b00ea65575e3e96ea7b0e2673e0 *VEHICLE SPAWNER/FILE 1/Scripts.img
3705bcff1360c10ce004a9b8988020297ea7ed85 *VEHICLE SPAWNER/FILE 1/Trigger.img
39498d0f23bcc06a23ea1ec7020d2d2de6a3bc02 *VEHICLE SPAWNER/FILE 2/Scripts.dir
a0d78ec315d69fd630b2cb5e24138cb3b96a22aa *VEHICLE SPAWNER/FILE 2/Scripts.img
3705bcff1360c10ce004a9b8988020297ea7ed85 *VEHICLE SPAWNER/FILE 2/Trigger.img
39498d0f23bcc06a23ea1ec7020d2d2de6a3bc02 *VEHICLE SPAWNER/FILE 3/Scripts.dir
682e8fb09a64331d17f87187d83f72be8c4bfa72 *VEHICLE SPAWNER/FILE 3/Scripts.img
3705bcff1360c10ce004a9b8988020297ea7ed85 *VEHICLE SPAWNER/FILE 3/Trigger.img
39498d0f23bcc06a23ea1ec7020d2d2de6a3bc02 *VEHICLE SPAWNER/FILE 4/Scripts.dir
41cb242dcf35bc9e73bb70329c78472e3aeb023c *VEHICLE SPAWNER/FILE 4/Scripts.img
3705bcff1360c10ce004a9b8988020297ea7ed85 *VEHICLE SPAWNER/FILE 4/Trigger.img
82c60c75e59415002e3de748e624fedd8cb5bae2 *BULLY VEHICLE SPAWNER V1 READ ME.txt
73578e620f7256d3ce97948975701ed4848b44e4 *BULLY VEHICLE SPAWNER V1.txt

We have included a list of the md5 and sha1 checksums with the archive so you can be sure its a genuine release from us.

--- REGISTER TO SEE DOWNLOAD LINK ---

32
MadmaN and Steman's Corner / *WIP* High Resolution Characters Project
« on: October 05, 2011, 02:32:58 AM »
This is just a start of a high resolution characters project that I will take my time on. I went ahead and started with christy and will just simply do all the girls, little kids , female teachers and female peds since I have several female models that I have done earlier in the summer to work from. The first one I did very quickly and these are all just production renders. I have not attempted to get anything like this in game just yet since I am still working with steman on his vehicle spawner which is going to take some time to finish so please do not ask when anything related to this will be finished/done/released since this will take quite some time. Once I have the vehicle spawner finished up and get the interiors done then I will dedicate my freetime to replacing every model that I can in bully with high resolution versions including textures since I am curious just how many polys per model the game engine will support. I will most likely make some small changes on each model regarding the school uniforms..etc to make them a bit more realistic but again this is a project that will be done a little bit at a time when I am not working on somthing else. I will however post regularly here when I get a character done for a production render and anyone wishing to work on some of these models to help with getting them ingame need only ask and I will send the 3ds max source files of the model(s).

anyways here is christy so enjoy :)



I hope the bullyboard staff dont mind my putting the link to bullyboard on my work regarding bully since I consider this my official release site.

33
MadmaN and Steman's Corner / Little gift for everyone
« on: October 03, 2011, 03:45:46 AM »
Figured I would post this little gift for everyone since I decided to take a break today and do this for some fun. It is actually meant to be used as a wallpaper so hopefully you all like this...if not then no problem since this was just for fun.



34
MadmaN and Steman's Corner / *TUTORIAL* Pedstats and weapons tutorial
« on: September 30, 2011, 04:01:53 PM »
Ok. Here is a tutorial on how to edit the pedstats.dat file. I will also show you not only how to edit the pedstats but also to give characters nearly any weapon in Bully.

first off find your pedstats.dat file which is in Rockstar Games\Bully Scholarship Edition\Config\dat.

Load up the file in notepad++ or whatever editor you want. (I will be releasing a editor for editing these files soon)

Once you load it feel free to read thru the comments in the beginning parts of the file. I have laid out a example below which is of jimmy.
Most of the areas are explained really well in the comments in pedstats.dat but I will explain a few edits you can do here. First off is the animation speed. If you change the animation speed to the same value I have set which is about the maximum usable value, you will be able to walk, run, fight faster...in this case very fast. If you set this value too high you will not be able to pick items up or open doors since the animation speed will be too high for the game to keep up with. In this tutorial we will cover just a few things and I will leave the rest for you all to experiment with and have fun with. There are a few areas that should not be changed however since they could mess up the game and I will list those later on.

Here is my example of jimmy in pedstats.dat: My jimmy has already been modified

PedStat type nameId of pickup defLikelihood of dropping an itemVision Yaw (in degrees)Vision Range (in metres)Max HealthHealth regeneration rateFearChickenAttack FrequencyBike Attack FrequencyProjectile Attack AccuracyProjectile Attack FrequencyBlock FrequencyEvade FrequencyAggresionCriminalitySprint MeterCharacter ClassPreferred Combat Zone Preferred Orientation Animation Speed factorZone PromoteSpecial MeterSpecial PointsBike Cruise SpeedBike Top SpeedBike Wait SpeedBike Flee DistanceBike Catchup DistanceBike Wait DistanceBike Projectile UsageDamage ScaleDive probabilityTenacityEvasionBike Flee SpeedBike Follow SpeedBike Catchup SpeedGrap1Reversal (Strikes)Grap2Reversal (Grapples)Night weaponBike Model Ped Can RideBike Model Ped Can RideBike Model Ped Can RideLikelihood of having a weaponWeapon slot 1: Type of melee/projectileWeapon slot 1: Amount of AmmoWeapon slot 1: Selection weight for melee/projectile weaponWeapon slot 1: Available after missionWeapon slot 2: Type of melee/projectileWeapon slot 2: Amount of AmmoWeapon slot 2: Selection weight for melee/projectile weaponWeapon slot 2: Available after missionWeapon slot 3: Type of melee/projectileWeapon slot 3: Amount of AmmoWeapon slot 3: Selection weight for melee/projectile weaponWeapon slot 3: Available after missionWeapon slot 4: Type of melee/projectileWeapon slot 4: Amount of AmmoWeapon slot 4: Selection weight for melee/projectile weaponWeapon slot 4: Available after missionStun Resistance how resistant a ped is to stunningPed can be knocked down (0=no, 1+=yes)Percent health at which the ped can be humiliated in combat
   
STAT_PLAYERnone20100122005000005095000010060Striker07160100201002010101020108010050705090100100unarmedNoneNoneNone0unarmed-11initunarmed-11initunarmed-11initunarmed-11init0015

First off is jimmy's health. Change the Max Health value to whatever number you want. NOTE: if you use trainers for bully, the trainer may not work to give invincibility since it modifies this value from memory.

If you want somthing that works almost like god mode edit the Health regeneration rate and change that to any number higher then 100 or 200. This will allow your health to regenerate automatically.

The Fear, Chicken, Attack Frequency do not work on jimmy.
However you can use those values with the other peds to make them more aggressive and less prone to running away. Use caution editing those with the little kids and girls since this will not only give u the ped in question to deal with in a fight..but also any adult, teacher or prefect nearby when you get a max wanted level.

The Block Frequency and Evade Frequency can be edited for jimmy and the other peds and just tells how often the ped blocks or evades during a fight.

The Animation Speed Factor Changes your animation settings or another ped's animation settings. This is a fun setting to play around with if you want a faster game or if you want to laugh while watching hyper active peds. The warning above about setting this too high applies here.

Bike Projectile Usage setting sets how likely the ped will use projectiles when on a bike to attack. This setting does not apply to jimmy since you can select a projectile to use regardless of this setting.

Damage Scale Changes how much damage you inflict with attacks (I might be wrong on this)

Aggresion Just sets how aggresive the ped is and how likely they are to start a fight. This setting coupled with Criminality Will turn any ped into a bully...literally.

Sprint Meter is how much running stamina the ped has before getting tired and needing to stop and catch their breath. Set this to a very high number and the ped can run without ever getting tired or getting tired easily.

Tenacity Sets how hard to knock down a ped is...this setting works on jimmy.

Now for the part that some ppl probably want. The Weapons.

The Night Weapon and each of the weapon slots require a weapon for the ped to be armed. you can use this with jimmy but it is better to just arm the various peds as you see fit and take a weapon from them when you want a specific weapon.

The weapons list is as follows and is what I have figured out so far. I don't consider this listing complete by any means and if anyone has a weapon to add that does work and is usable..please list it in this thread and I will update this tutorial.

Weapons and props listing:

Model NameWeapon Name
RBandBallRubberband Ball
NerdBooksEbooks
NerdBooksbooks
NerdBooksBbooks
NerdBooksCbooks
NerdBooksDbooks
leadpipea lead pipe
superslingSuper Sling Shot
slingshotSlingshot
cherrybCherry Bombs
spudgNormal Spud Gun
SuperSpudGSuper Spud Gun
brocketlauncherBottle rocket launcher
eggprojEggs
stinkbomba stinkbomb
WCameracamera, not sure which one
spraycanspray paint can
W_PGunnot sure what this is
applea apple. anyone hungry?
batBaseball bat
cricketCricket bat
PoloPolo stick
twobyfourTwo by four
Wmalletnot sure what this is
Billyclbnot sure what this is
W_CrutchCrutch
poolcueCue Stick
JBroomJanitor's broom
brickA brick
chshieldaShield
chshieldbShield
chshieldcShield
lidI think this is a trashcan lid
WtrayLunch Tray
Psheildshield of some kind
newsrollRolled up newspaper
snowballSelf Explanatory
monkeywrenchnot sure what this is
yardstickYard stick
2handstickA stick
fireextingFire Extinguisher
sledgehammernorton's Sledgehammer
kickmea kick me sign
anibballa ball
bagmrblsBag of marbles
Wdish?
dec_plateDeck Plate?
plantpotPot for a plant
pvase_projTall Vase
snowshwlSnow Shovel
w_deadratA dead rat
Wbrush
wftbombFootball Bomb
wtrpipeWaterpipe
wtrpipeBWaterpipe B
wtrpipeCWaterpipe C
wtrpipeDWaterpipe D
W_ItchItching Powder
W_CandyBox of candy
WBALLOONWater Balloons
Bananasellf explanatory
sswhipthis is gary's halloween ss whip


To add weapons to the peds just use one of the model names in this listing above and put that in one of the ped's weapon slots.

I will update the listing when I can figure out more props to use as weapons. I would however like some help figuring out what model name the volcano firecracker is since I for some reason cannot find that and it is a nice thing to use as a weapon of a sorts.


35
MadmaN and Steman's Corner / *TUTORIAL* Adding peds to interiors
« on: September 29, 2011, 06:41:20 PM »
Ok...I know some of you have been wondering how to add peds to interiors...etc and now I will show you how to do it. It is very easy and once my Bully Editor is done it will be even easier. For now this is how to do it:

1. extract every file from trigger.img to a directory of your choosing. You can use any img editor you want for this.

2. open population.dat. Best app to use for this is notepad++ which keeps the scripting intact and allows for easier editing.

3. look in population.dat for the following line: POPULATIONDATA

you will see this line several times in population.dat. Each area with peds has this before the main ped code.

4. You should see somthing that looks about like this:
Code: [Select]
POPULATIONDATA
         BEGIN
            POPULATION_DAY
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_CLASS
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_NIGHT
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
            POPULATION_CURFEW
               BEGIN
                  TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5
               END
         END

5. edit the following parts in each interior you want to add peds to:
Code: [Select]
TOTAL 60
                  PREFECT 5
                  NERD 5
                  JOCK 5
                  DROPOUT 5
                  GREASER 5
                  PREPPY 5
                  STUDENT 5
                  COP 5
                  TEACHER 5
                  TOWNPERSON 5
                  SHOPKEEP 5
                  BULLY 5

change each number to the number of peds you want for each cliche to spawn in that interior...make sure you add all the values together and put the result of that for the total which is the first value in the listing. otherwise the game will likely crash.

6. once you have the population.dat file edited however you like either replace the population.dat file in trigger.img or use my img editor and make a new file...name it trigger.img in the same dir as the old one. and Add all the extracted files back in...save and then you are done.


As always. if I have missed anything please let me know in this thread and I will update the tutorial accordingly. :)

*UPDATE*

Here is a list of the trigger names of all the interiors and what they are so you can use this as a reference when changing the population data for each interior.

RichArea = Rich area of town where the preppies generally live.
DownTown = Self Explanatory
PoorArea = This is generally where the dropouts live at
IndustrialArea_DropOutEnclave = This is the dropouts hideout in the industrial area
DT_GASSTATION = This is for the gas stations (all of them)
POOR_TENEMENTS = The tenements near the poor area
Rich_Area_Corner_Courtyard = I think this is around where derby lives.
Industrial_Sawmill = The sawmill in the industrial area
Carnival = The Carnival
Industrial_Docks = The docks in the industrial area
SchoolArea = Inside the school
RichArea_DownTown = This is the rich area of downtown where the preppy type shops are
DT_ComicShop = The Comic books shop
DT_DropOutAlley = The alley that the dropouts hang out in
DT_GreaserAlley = The alley that the greasers hang out in
Rich_GreaserAlley = Same as above but in the rich area of town
Poor_DropTurf1 = The dropout's turf in the poor area of town
GraveYard = The old graveyard
Jocks = Jocks savepoint - thx to Insanitygames
Nerds = Nerds savepoint - thx to  Insanitygames
Preps = preps savepoint - thx to Insanitygames
Greasers = greasers savepoint -  thx to Insanitygames
FieldOverride = This overrides the population settings for the football field
Jocks_FootballField = Football field population settings. Can be overridden by the above setting
School_Basketball_Court = The basketball court/gym
PopRoads1 = Controls the population on the roads
BullyTurf = The bully's turf
BadPlaceTrigger = Not sure what this one is atm.
OutsideSchool1 = Outside the school in the schoolyard
SchoolBikeTrig = This controls how many if any at all bikes spawn around the schoolyard

You can also control vehicle spawning as well. The vehicle spawning is done in the same file (population.dat) and it edited for each area with vehicles as follows:

search for AMBIENTVEHICLEDATA and under it a few lines you will see somthing similar to the following:
Code: [Select]
AMBIENTVEHICLEDATA
         BEGIN
            AMBIENTVEHICLES_DAY
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_CLASS
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_NIGHT
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
            AMBIENTVEHICLES_CURFEW
               BEGIN
                  TOTAL 30
                  CAR 10
                  BIKE 20
                  POLICECAR 0
               END
         END

Simply edit this part like you did for the ped population by putting how many for each vehicle type you want and add all of them together and put that value where total is.

NOTE: Do not add too many vehicles or peds to a area or it will lag your game bad. If you have a very high end system then you should be ok but I wouldnt use more then what I have already used in my code examples.

Feel free to experiment with this and come up with your own ped spawn variations.

36
MadmaN and Steman's Corner / Bully File Editor *beta testing thread*
« on: September 28, 2011, 02:55:12 AM »
I am in the process of coding a file editor for Bully that will let you edit the various dat, cfg, ide, etc files in a easy to understand layout. I will be posting details here within the next day or two depending on how things go and how much time I get to work on this. Anyone that wishes to take part in beta testing this editor should let me know in this thread and I will pm the files to the testers. I also have in the works a possible savegame editor as well but I have not yet decided if or when I will work on that project since I am also still working to crack interiors fully.

*UPDATE*

The editor is now in beta stage and those that wish to test need to apply here. I will keep a list of testers and will accept no more then 6 testers. I must ask those that are testing to not share or give out the beta version due to the fact that it will most likely have bugs and is not fully finished. Once I consider it worthy of release to the general public I will update this thread and make bullyboard the official download spot for this and any other applications for bully that I make.

@ all testers
There are some gta flags leftover in this since I originally did this app for gta san andreas and vice city during my gta modding days. Was lucky enough to recover the source to this from one of my damaged hdds I recovered from my house fire and I am currently removing all the gta file handlers and coding bully specific file handlers due to some of the formats being different.

Also please note: make backup copies of any file you plan to edit with this program since it removes any commenting from the file when saving it. I will be fixing this bug since for some reason the app it detecting # as whitespace and so it saves the file with any # symbol removed.

other then that I hope that ppl will find this tool useful and eventually my goal is to make this tool able to edit almost every file for bully, tho wether that happens or not depends on if I can reverse engineer some of the other files that we all need to be able to edit easier.

Everyone that applies here (till I get 6 testers) will get the beta copy sent via pm.

Here are screenshots of the editor so everyone knows what this looks like and can do:

splash screen:

Editing the pedstats.dat file:

Editing the handling.cfg file:

Editing the area bounding box file:

Editing one of the dat files from trigger.img, part1:

Editing one of the dat files from trigger.img, part2:

37
MadmaN and Steman's Corner / Bully Img File Editor
« on: September 27, 2011, 06:59:21 PM »
Decided to spend the day doing some quick coding and made a img editor specifically for bully which also removes the need to rebuild archives after replacing or editing the contents.

Extract the attached rar into any dir and run it. Direct it to your .img file you wish to open and just use it how you would img-tool. I strongly suggest making a dir where your img file is and extracting it there, then modify the files you want overwriting the old ones in that dir.

Here is how I do my directories for this:

Then just create a new archive of the same name where the original one was. Please make backups of your original .img files before working with them to avoid reinstalling the game again if you make a mistake. If anyone wants I will create a full howto on modifying .img files and creating them from scratch, and post said howto's in this thread.

I fully tested this app and it works flawlessly for me and hopefully it does for you. Anyways, have fun using Bully Img Editor.

here is a screenshot of the editor:



38
MadmaN and Steman's Corner / *Tutorial* Vehicle Modification
« on: September 24, 2011, 10:42:10 PM »
Alrite. Figured while I work on the interior stuff I would post some more things here starting with a tutorial for modifying the vehicles since there does't seem to be one here.

First what you want to do is load up handling.cfg into whichever editor you want. I use notepad++ due to its ability to handle syntax but you can use whatever works best for you.

once you have handling.cfg loaded you should see somthing similar to this:
Code: [Select]
; Author: Bill Henderson
; Created 10/12/1999
;
; > COMMENTS <
; ------------
; TWEAK AT YOUR OWN RISK
;
; > UNITS <
; ---------
; vehicle identifier 14 characters max
; dimensions in metres
; mass in Kg
; velocity in Km/h
; acceleration/deceleration in ms-2
; multipliers x1.0 is default
; angles in degrees
; Levels :- (L)ow, (M)edium, (H)igh
; buoyancy = percent submerged (> 100% vehicle sinks)
; engine type :- (P)etrol, (D)iesel, (E)lectric
; engine drive :- (F)ront, (R)ear, (4)-wheel drive
;
; > FIELD DESCRIPTIONS <
; ----------------------
; (A) vehicle identifier [14 characters max]
; (B) fMass [1.0 to 50000.0]
; (C) Dimensions.x [0.0 > x > 20.0]
; (D) Dimensions.y [0.0 > x > 20.0]
; (E) Dimensions.z, [0.0 > x > 20.0]
; (F) CentreOfMass.x [-10.0 > x > 10.0]
; (G) CentreOfMass.y [-10.0 > x > 10.0]
; (H) CentreOfMass.z [-10.0 > x > 10.0]
; (I) nPercentSubmerged [10 to 120]
; (J) fTractionMultiplier [0.5 to 2.0]
; (K) fTractionLoss                             [0.0 > x > 1.0]
; (L) fTractionBias                             [0.0 > x > 1.0]
; (M) TransmissionData.nNumberOfGears [1 to 4]
; (N) TransmissionData.fMaxVelocity [5.0 to 150.0]
; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0]
; (P) TransmissionData.nDriveType [F/R/4]
; (Q) TransmissionData.nEngineType [P/D/E]
; (R) fBrakeDeceleration [0.1 to 10.0]
; (S) fBrakeBias [0.0 > x > 1.0]
; (T) bABS [0/1]
; (U) fSteeringLock [10.0 to 40.0]
; (V) fSuspensionForceLevel not [L/M/H]
; (W) fSuspensionDampingLevel not [L/M/H]
; (X) fSeatOffsetDistance // ped seat position offset towards centre of car
; (Y) fCollisionDamageMultiplier [0.2 to 5.0]
; (Z) nMonetaryValue [1 to 100000]
; (aa) suspension upper limit
; (ab) suspension lower limit
; (ac) suspension bias between front and rear
; (ad) suspension anti-dive multiplier
; (ae) flags!!!  WARNING - Now written HEX for easier reading of flags
; 1st digit = 1: 1G_BOOST         2: 2G_BOOST       4: REV_BONNET    8: HANGING_BOOT
; 2nd digit = 1: NO_DOORS         2: not used       4: not used      8: not used
; 3rd digit = 1: DBL_EXHAUST     2: TAILGATE_BOOT  4: NOSWING_BOOT  8: NONPLAYER_STABILISER
; 4th digit = 1: NEUTRALHANDLING  2: HAS_NO_ROOF    4: IS_BIG        8: HALOGEN_LIGHTS
; 5th digit = 1: IS_BIKE 2: IS_TRUCK       4: IS_UNIQUE     8: not used
; 6th digit = 1: NO_EXHAUST 2: REARWHEEL_1ST  4: HANDBRAKE_TYRE8: SIT_IN_BOAT
; 7th digit = 1: FAT_REARW 2: NARROW_FRONTW  4: GOOD_INSAND   8: NO_1STPERSON_LOOKBEHIND
;
; (af) front lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ag) rear lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ah) damage done to peds in a collision.
;
; > THE DATA <
; ------------
;
; A          B      C   D   E   F   G    H    I   J    K    L    M N     O    P Q R     S    T U     V    W    X    Y    Z     aa   ab    ac   ae ad    AE AF
;BLISTA         1900.0 2.1 5.5 1.9 0.0 0.0  0.2  70  0.8  0.75 0.54 5 170.0 20.0 F P 7.0   0.65 0 30.0  1.4  0.11 0.2  0.8  20000 0.25 -0.15 0.5  0.0 2 0  1
;BELLYUP        2600.0 2.2 6.5 2.8 0.0 0.0  0.2  80  0.85 0.80 0.5  5 180.0 22.0 4 D 4.5   0.80 0 30.0  2.0  0.09 0.46 0.5  22000 0.30 -0.20 0.5  0.0 422 0  3
;MRWONGS        3500.0 2.2 6.5 2.8 0.0 0.0 -0.2  80  0.95 0.85 0.48 5 180.0 20.0 4 D 4.5   0.80 0 30.0  1.8  0.12 0.46 0.22 28000 0.30 -0.22 0.5  0.0 423 0  3
;YARDIE         1800.0 2.1 5.0 1.6 0.0 0.0  0.0  70  0.80 0.79 0.52 5 160.0 22.0 R P 6.20  0.55 0 25.0  1.8  0.07 0.36 0.45 30000 0.30 -0.15 0.5  0.0 8103 1  1
;YAKUZA         1400.0 1.9 4.7 1.6 0.0 0.25 -0.3 50  0.95 0.9  0.5  5 200.0 30.0 4 P 11.0  0.45 0 30.0  2.6  0.1  0.25 0.7  35000 0.28 -0.14 0.5  0.0 180 1  1
;DIABLOS        1500.0 2.2 4.5 1.9 0.0 0.0  0.1  70  0.9  0.80 0.53 5 180.0 30.0 R P 6.1   0.52 0 30.0  1.5  0.07 0.3  0.65 45000 0.33 -0.09 0.5  0.0 9902 1  1
;COLUMB         3200.0 2.4 5.7 2.6 0.0 0.0  0.3  80  0.82 0.77 0.48 5 175.0 22.0 4 P 15.0  0.51 0 25.0  2.0  0.08 0.28 0.15 50000 0.32 -0.17 0.5  0.0 9A00 0  1
;HOODS          2000.0 2.1 5.0 2.3 0.0 0.0  0.0  85  1.0  0.82 0.52 5 150.0 24.0 4 P 10.5  0.45 0 30.0  1.4  0.1  0.2  0.5  26000 0.33 -0.21 0.5  0.0 8023 0  1
;PANLANT        2600.0 2.0 6.0 2.6 0.0 0.0  0.1  80  0.85 0.70 0.46 5 160.0 15.0 R D 6.0   0.80 0 30.0  2.2  0.07 0.2  0.45 20000 0.35 -0.15 0.4  0.0 22 0  1
;BORGNINE       1900.0 2.1 5.0 2.2 0.0 0.0  0.0  75  1.05 0.9  0.53 4 190.0 27.0 4 P 15.0  0.54 0 40.0  1.9  0.1  0.2  0.15 10000 0.25 -0.22 0.45 0.0 2 0  1
;
; A B C D E F G H I J K L M N O P Q R S T U V W X Y Z aa ab ac ad ae af ag
COMET            2000.0 1.9 4.0 1.6 0.00 0.10 -0.80 75 1.80 0.90 0.50 4 100.0 25.1 R D 18.00 0.45 0 35.4 1.00 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x20103 1 1 1000.00
REGINA          400.0 1.9 4.0 1.6 0.00 0.10 -0.50 75 1.10 0.90 0.40 4 95.0 28.1 F P 18.00 0.45 0 31.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x3 1 1 25.00
BURRITO          2000.0 1.9 4.0 1.6 0.00 0.10 -0.80 75 1.80 0.90 0.50 4 100.0 25.1 R D 18.00 0.45 0 35.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x22103 1 1 25.00
COPSUV          400.0 1.9 4.0 1.6 0.00 0.10 -0.40 75 1.10 0.90 0.50 4 100.0 18.1 F E 18.00 0.45 0 31.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x22103 1 1 25.00
PHEONIX          900.0 1.9 3.0 1.6 0.00 0.00 -0.70 86 1.25 0.83 0.39 4 85.0 50.0 R E 4.75 0.50 0 21.8 0.50 1.00 0.00 0.60     1 0.10 -0.05 0.50 0.0 0x242013 1 1 25.00
WALTON          1900.0 1.9 4.7 1.6 0.00 0.00 -0.90 75 1.10 0.90 0.50 4 200.0 50.0 4 P 18.00 0.45 0 65.0 0.90 0.90 0.25 0.60     1 0.12 -0.12 0.50 0.3 0x142013 1 1 25.00
FORMULA          600.0 1.9 4.7 1.6 0.00 0.00 -0.70 90 0.95 0.80 0.47 4 110.0 45.0 R P 5.00 0.50 0 20.0 2.00 0.30 0.25 0.60     1 0.05 -0.07 0.50 0.5 0x242113 1 1 25.00
ARCADE1          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 2.20 1.30 0.40 4 190.0 65.0 4 E 5.00 0.50 0 28.2 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00
ARCADE2          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 2.20 1.30 0.40 4 190.0 65.0 4 E 5.00 0.50 0 28.2 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00
ARCADE3          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 1.75 1.30 0.55 4 190.0 65.0 4 E 10.00 0.50 0 33.5 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00
;------- bikes
BIKE            150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 62.0 38.0 R P 12.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CUSTOMMIN        150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 59.0 36.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CUSTOMMAX        150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 64.0 40.0 R P 10.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
BMXRACE          150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 57.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
RETRO            150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 52.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CRAPBMX          150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 50.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
BANBIKE          165.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 50.0 30.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
MTNBIKE          160.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 58.0 35.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
OLADBIKE        165.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 145.0 30.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
RACER            145.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 261.0 38.0 R P 9.25 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
SKATEBRD        20.0 0.8 1.8 1.2 0.00 0.00 -0.10 95 1.60 0.95 0.50 1 230.0 40.0 R P 15.00 0.50 0 35.0 0.80 0.15 2.00 0.15     1 0.15 -0.16 0.50 0.0 0x10102 1 1 25.00
MOPED            50000.0 1.1 1.7 1.2 0.00 0.01 -0.20 90 3.60 0.95 0.50 4 365.0 9.0 R P 7.00 0.65 0 40.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 0.3 0x10003 1 1 25.00
DIRTBIKE        150.0 0.8 1.8 1.2 0.00 0.00 0.00 90 2.60 0.90 0.40 4 85.0 35.0 R P 14.00 0.50 0 45.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 0.5 0x10003 1 1 25.00
ANGEL            800.0 1.2 2.2 1.5 0.00 0.00 0.00 95 1.20 0.86 0.52 4 190.0 45.0 R P 12.00 0.55 0 35.0 0.70 0.20 0.30 0.24     1 0.09 -0.11 0.55 0.0 0x10103 1 1 25.00
FREEWAY          800.0 1.1 2.2 1.5 0.00 0.00 0.00 95 1.20 0.82 0.51 4 190.0 40.0 R P 10.00 0.55 0 35.0 0.70 0.20 0.30 0.24     1 0.09 -0.11 0.55 0.0 0x10103 1 1 25.00
; > FIELD DESCRIPTIONS <
; ----------------------
; (A) vehicle identifier [14 characters max]
; (B) fMass [1.0 to 50000.0]
; (C) Dimensions.x [0.0 > x > 20.0]
; (D) Dimensions.y [0.0 > x > 20.0]
; (E) Dimensions.z, [0.0 > x > 20.0]
; (F) CentreOfMass.x [-10.0 > x > 10.0]
; (G) CentreOfMass.y [-10.0 > x > 10.0]
; (H) CentreOfMass.z [-10.0 > x > 10.0]
; (I) nPercentSubmerged [10 to 120]
; (J) fTractionMultiplier [0.5 to 2.0]
; (K) fTractionLoss                             [0.0 > x > 1.0]
; (L) fTractionBias                             [0.0 > x > 1.0]
; (M) TransmissionData.nNumberOfGears [1 to 4]
; (N) TransmissionData.fMaxVelocity [5.0 to 150.0]
; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0]
; (P) TransmissionData.nDriveType [F/R/4]
; (Q) TransmissionData.nEngineType [P/D/E]
; (R) fBrakeDeceleration [0.1 to 10.0]
; (S) fBrakeBias [0.0 > x > 1.0]
; (T) bABS [0/1]
; (U) fSteeringLock [10.0 to 40.0]
; (V) fSuspensionForceLevel not [L/M/H]
; (W) fSuspensionDampingLevel not [L/M/H]
; (X) fSeatOffsetDistance // ped seat position offset towards centre of car
; (Y) fCollisionDamageMultiplier [0.2 to 5.0]
; (Z) nMonetaryValue [1 to 100000]
; (aa) suspension upper limit
; (ab) suspension lower limit
; (ac) suspension bias between front and rear
; (ad) suspension anti-dive multiplier
; (ae) flags!!!  WARNING - Now written HEX for easier reading of flags
; 1st digit = 1: 1G_BOOST         2: 2G_BOOST       4: REV_BONNET    8: HANGING_BOOT
; 2nd digit = 1: NO_DOORS         2: IS_VAN       4: IS_BUS        8: IS_LOW
; 3rd digit = 1: DBL_EXHAUST     2: TAILGATE_BOOT  4: NOSWING_BOOT  8: NONPLAYER_STABILISER
; 4th digit = 1: NEUTRALHANDLING  2: HAS_NO_ROOF    4: IS_BIG        8: HALOGEN_LIGHTS
; 5th digit = 1: IS_BIKE 2: IS_HELI        4: IS_PLANE      8: IS_BOAT
; 6th digit = 1: NO_EXHAUST 2: REARWHEEL_1ST  4: HANDBRAKE_TYRE8: SIT_IN_BOAT
; 7th digit = 1: FAT_REARW 2: NARROW_FRONTW  4: GOOD_INSAND
;
; (af) front lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ag) rear lights (0 = long, 1 = small, 2 = big, 3 = tall)
;
;------- boats
PREDATOR        2200.0 4.0 12.0 3.0 0.00 0.00 0.00 14 2.30 15.00 0.58 4 190.0 1.7 R P 0.05 0.01 0 24.0 1.0 3.00 0.20 0.33     1 0.10   0.1   0.0 0.0 0x80004 0 1 25.00
SPEEDER          2200.0 3.2 10.0 2.2 0.00 0.00 0.00 22 2.50 15.00 0.65 5 190.0 2.5 R P 0.04 0.01 0 20.0 1.3 3.00 0.70 0.39 30000 0.10   0.5   2.0 0.0 0x880004 0 1 25.00
REEFER          5000.0 3.5 7.0 4.0 0.00 0.00 0.00 15 -1.50 15.00 0.45 5 190.0 0.7 R P 0.02 0.02 0 25.0 1.0 3.00 0.20 0.38 25000 0.10   0.1   0.0 0.0 0x80004 0 1 25.00
RIO              3000.0 4.5 7.0 4.0 0.00 0.00 0.00 15 -4.00 25.00 0.50 5 190.0 0.5 R P 0.02 0.00 0 20.0 1.0 3.00 0.20 0.23 70000 15.00   0.1   0.0 0.0 0x80004 0 1 25.00
SQUALO          2200.0 4.0 12.0 3.0 0.00 0.00 0.00 42 3.00 15.00 0.65 5 190.0 3.0 R P 0.02 0.00 0 24.0 0.5 5.00 0.20 0.33 60000 0.10   0.1   0.0 0.0 0x880004 0 1 25.00
TROPIC          2200.0 4.0 12.0 3.0 0.00 0.00 0.00 10 2.20 12.00 0.45 5 190.0 1.4 R P 0.05 0.01 0 24.0 1.8 3.00 0.20 0.33 73000 0.10   0.1   0.0 0.0 0x880004 0 1 25.00
COASTGRD        1200.0 3.0 7.5 2.0 0.00 -0.30 0.00 14 2.00 4.20 0.70 5 190.0 1.6 R P 0.05 0.01 0 24.0 1.0 3.00 0.20 0.18 10000 3.20   0.1   2.5 0.0 0x80004 0 1 25.00
DINGHY          800.0 2.5 4.0 1.6 0.00 0.00 0.00 16 3.50 3.50 1.00 5 190.0 1.2 R P 0.07 0.01 0 30.0 1.0 4.50 0.20 0.12 5000 3.50   0.1   0.7 0.0 0x80004 0 1 25.00
MARQUIS          5000.0 3.5 19.0 4.0 0.00 0.00 0.00 10 -3.50 25.00 0.40 5 190.0 0.5 R P 0.04 0.03 0 38.0 1.0 3.00 0.20 0.38 99000 0.10   0.0   1.0 0.0 0x80004 0 1 25.00
CUPBOAT          3000.0 4.0 12.0 3.0 0.00 0.00 0.00 35 2.00 15.00 0.50 5 190.0 3.0 R P 0.02 0.00 0 24.0 0.8 4.00 0.20 0.45 48000 0.10   0.3   1.5 0.0 0x880004 0 1 25.00
;------- planes
;SEAPLANE        5000.0 1.0 10.0 0.8 0.0 0.0 0.0   5  0.83 25.0 0.5  1 200.0 1.7  4 P 0.01  0.05 0 24.0  3.0  0.75 0.2  0.50 10000 0.10  0.0  2.0  0.0 8840004 0  1
SEAPLANE        1600.0 2.2 4.9 1.7 0.00 0.00 -0.30 102 0.85 0.85 0.51 5 200.0 30.0 4 P 10.00 0.53 0 30.0 2.30 0.16 0.28 0.52 35000 0.27 -0.11 0.50 0.3 0x8182 0 1 25.00
SPARROW          2500.0 2.0 5.0 2.0 0.00 0.00 -0.10 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.10 0.30 0.50 25000 0.50 -0.05 0.50 0.0 0x802A010 0 1 25.00
SEASPAR          3000.0 2.0 5.0 2.0 0.00 0.00 -0.10 5 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.10 0.30 0.60 28000 0.50 -0.05 0.50 0.0 0x8028000 0 1 25.00
MAVERICK        5000.0 2.5 8.0 2.5 0.00 0.00 -0.10 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.15 0.30 0.75 45000 0.50 -0.05 0.50 0.0 0x8028000 0 1 25.00
COASTMAV        3500.0 2.0 5.0 2.5 0.00 0.00 -0.10 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.10 0.30 0.65 50000 0.50 -0.05 0.50 0.0 0x8028000 0 1 25.00
POLMAV          4500.0 2.5 8.0 2.5 0.00 0.00 -0.10 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.10 0.30 0.65 52000 0.50 -0.05 0.50 0.0 0x8028000 0 1 25.00
HUNTER          10000.0 4.0 10.0 3.0 0.00 0.00 0.00 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 1.50 0.10 0.40 0.50 99000 0.20 -0.15 0.50 0.0 0x8028000 0 1 25.00
RCBARON          150.0 0.8 1.0 0.2 0.00 0.00 -0.10 99 1.10 0.75 0.50 1 75.0 35.0 4 P 5.50 0.50 0 25.0 1.60 0.10 0.20 0.08   300 0.28 -0.08 0.50 0.0 0x40000 0 1 25.00
RCGOBLIN        100.0 0.8 1.5 1.0 0.00 0.00 -0.10 70 1.10 0.75 0.50 1 75.0 35.0 4 P 5.50 0.50 0 25.0 1.60 0.10 0.20 0.05   800 0.28 -0.08 0.50 0.0 0x20000 0 1 25.00
RCCOPTER        100.0 0.8 1.5 1.0 0.00 0.00 -0.10 70 1.10 0.75 0.50 1 75.0 35.0 4 p 5.50 0.50 0 25.0 1.60 0.10 0.20 0.10   500 0.28 -0.08 0.50 0.0 0x20000 0 1 25.00
; A          B      C   D   E   F   G    H    I   J    K    L    M N     O    P Q R     S    T U     V    W    X    Y    Z     aa   ab    ac   ad    ae af ag
;
; For Boats: (some car handling variables are used for alternate functions in boats)
;
; (J) Bank Force Mult (K) Rudder Turn Force (L) Speed Steer Falloff
; (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
;
; '%' identifies this line as boat data for reading
; A B C D E F G H I J K L M N O
;
; ThrustY ThrustAppZ AqPlaneLimit WaveAudioMult MoveResY TurnResX TurnResZ
; ID ThrustZ AqPlaneForce AqPlaneOffset MoveResX MoveResZ TurnResY Look_L_R_BehindCamHeight
;
% PREDATOR      0.79 0.500 0.600 7.000 0.600 -1.900 4.000 0.800 1.000 1.000 0.850 0.980 0.970 4.000
% SPEEDER        0.65 0.500 0.500 8.000 0.700 -0.500 3.000 0.700 1.000 1.000 0.850 0.980 0.960 4.000
% REEFER        0.35 0.600 0.000 3.000 0.200 -0.900 3.500 0.800 1.000 1.000 0.850 0.980 0.960 4.000
% RIO            0.75 0.700 0.000 3.000 0.200 0.000 10.000 0.700 1.000 1.000 0.850 0.960 0.960 4.000
% SQUALO        0.50 1.100 0.200 9.000 0.800 1.200 4.000 0.900 1.000 1.000 0.890 0.970 0.970 4.000
% TROPIC        0.35 0.600 0.500 4.000 0.350 -1.000 6.000 0.700 1.000 1.000 0.780 0.980 0.960 5.000
% COASTGRD      0.50 0.650 0.500 8.000 0.600 -0.300 3.000 0.700 1.000 1.000 0.850 0.960 0.960 3.000
% DINGHY        0.70 0.600 0.400 5.000 0.300 -0.800 3.000 0.940 0.990 1.000 0.850 0.940 0.940 3.000
% MARQUIS        0.95 0.700 0.000 1.500 0.100 0.000 3.500 0.800 1.000 0.970 0.840 0.990 0.940 5.000
% CUPBOAT        0.50 0.600 0.900 9.000 0.800 -1.000 4.000 0.920 1.000 1.000 0.870 0.960 0.970 4.000
% SEAPLANE      0.50 1.200 1.200 50.000 0.850 -0.400 20.000 0.930 1.000 1.000 0.950 0.960 0.960 4.500
;
;
;
;
; '!' identifies this line as bike data for reading
; A B C D E F G H I J K L M N O P
;
; LeanFwdCOM LeanBakCOM MaxLean DesLean SlipSteer WheelieAng WheelieSteer StoppieStabMult AirYawAmount
; ID LeanFwdForce LeanBackForce FullAnimLean SpeedSteer NoPlayerCOMz StoppieAng WheelieStabMult MaxSpeedTurnMult
;
;
! BIKE          0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.115 1.050 0.180 0.158 0.055 0.027 0.500
! CUSTOMMIN      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.200 0.180 0.158 0.046 0.020 0.600
! CUSTOMMAX      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.700 0.090 1.200 0.180 0.155 0.025 0.015 0.600
! BMXRACE        0.100 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.180 0.155 0.046 0.020 0.400
! RETRO          0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.180 0.150 0.046 0.020 0.500
! CRAPBMX        0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.160 0.148 0.046 0.020 0.500
! BANBIKE        0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.117 1.400 0.000 0.000 0.012 0.007 0.100
! MTNBIKE        0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.100 1.400 0.000 0.000 0.018 0.012 0.675
! OLADBIKE      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.082 1.500 0.000 0.000 0.012 0.007 0.100
! RACER          0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.100 5.400 0.000 0.000 0.013 0.008 0.600
! SKATEBRD      0.010 0.010 0.010 0.010 16.000 38.000 0.930 1.000 0.500 0.100 20.000 -30.000 -0.010 0.700 0.600 0.100 5.000 0.020 0.050 0.050 0.050 1.200
! MOPED          0.350 0.000 0.150 0.000 40.000 40.000 0.890 0.500 0.450 0.100 35.000 -45.000 -0.010 0.700 0.500 0.040 1.000 0.000 0.050 0.050 0.050 0.000
! DIRTBIKE      0.000 0.100 0.000 0.100 30.000 5.000 0.920 2.000 1.000 0.005 10.000 -30.000 -0.010 0.700 0.800 0.300 1.000 0.020 0.050 0.050 0.050 0.200
! ANGEL          0.100 0.050 0.300 0.070 30.000 25.000 0.930 1.000 0.700 0.100 33.000 -55.000 -0.010 0.500 0.300 0.100 1.000 0.020 0.050 0.050 0.050 0.200
! FREEWAY        0.100 0.050 0.300 0.060 30.000 25.000 0.940 1.200 0.700 0.100 33.000 -55.000 -0.010 0.500 0.300 0.100 1.000 0.020 0.050 0.050 0.050 0.200
;
;
; '$' identifies this line as flying handling data when loading
;
; A B C D E F G H I J K L M N O P Q R S
;
; id ThrustFallOff YawStab Roll Pitch FormLift MoveRes TurnRes.y SpeedRes.x SpeedRes.z
; Thrust Yaw SideSlip RollStab PitchStab AttackLift TurnRes.x TurnRes.z SpeedRes.y
;
;
;$ SEAPLANE 0.0032 0.97 -0.00018 0.006 0.10 0.002 -0.007 0.0002 0.0080 0.012 0.19 1.0 0.998 0.997 0.990 0.0 200.0 0.0
$ SEAPLANE      0.000 2.000 0.000 0.010 0.500 0.010 -0.010 0.000 0.010 0.000 0.400 1.000 1.000 1.000 0.990 0.000 500.000 0.000
$ SPARROW        0.010 0.500 0.000 0.030 0.100 0.000 4.000 0.000 4.000 0.500 0.010 1.000 0.800 0.820 0.990 0.000 0.000 7.000
$ SEASPAR        0.350 0.750 0.000 0.010 0.100 0.010 8.000 0.010 8.000 0.600 0.010 1.000 0.800 0.840 0.980 0.000 0.000 7.000
$ MAVERICK      0.400 0.750 0.000 0.020 0.200 0.010 7.000 0.010 7.000 0.400 0.010 1.000 0.800 0.820 1.000 0.000 0.000 7.000
$ COASTMAV      0.650 0.700 0.000 0.010 0.100 0.000 2.000 0.000 2.000 0.800 0.000 1.000 0.930 0.930 1.000 0.000 0.000 2.000
$ POLMAV        0.470 0.790 0.000 0.010 0.100 0.010 3.000 0.010 3.000 0.400 0.010 1.000 0.810 0.820 1.000 0.000 0.000 6.000
$ HUNTER        0.550 0.850 0.000 0.010 0.100 0.010 3.000 0.010 3.000 0.500 0.010 1.000 0.810 0.800 0.990 0.000 0.000 7.000
$ RCBARON        0.010 2.000 0.000 0.100 0.100 0.020 -0.080 0.010 0.300 0.040 0.250 1.000 1.000 1.000 1.000 0.000 500.000 0.000
$ RCGOBLIN      0.200 0.750 0.000 0.050 0.100 0.010 6.000 0.010 6.000 0.700 0.010 0.990 0.850 0.860 0.990 0.000 0.000 7.000
$ RCCOPTER      0.250 0.600 0.000 0.050 0.100 0.010 5.000 0.010 5.000 0.400 0.010 0.990 0.880 0.880 1.000 0.000 0.000 5.000
;
;
;the end

ok...lets choose a vehicle to edit. For this tutorial I will choose the racer which is my favorite of the bikes due to its handling and speed.

So what you want to look for is the following line:
Code: [Select]
RACER            145.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 261.0 38.0 R P 9.25 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00My line might look differently to your line due to mine already being modified. You will find it easier just looking near the beginning for this section:

145.0 is my setting for speed which is in km/h and the higher you go the faster you go.

Code: [Select]
;------- bikes
BIKE            150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 62.0 38.0 R P 12.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CUSTOMMIN        150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 59.0 36.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CUSTOMMAX        150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 64.0 40.0 R P 10.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
BMXRACE          150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 57.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
RETRO            150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 52.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CRAPBMX          150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 50.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
BANBIKE          165.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 50.0 30.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
MTNBIKE          160.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 58.0 35.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
OLADBIKE        165.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 145.0 30.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
RACER            145.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 261.0 38.0 R P 9.25 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
SKATEBRD        20.0 0.8 1.8 1.2 0.00 0.00 -0.10 95 1.60 0.95 0.50 1 230.0 40.0 R P 15.00 0.50 0 35.0 0.80 0.15 2.00 0.15     1 0.15 -0.16 0.50 0.0 0x10102 1 1 25.00
MOPED            50000.0 1.1 1.7 1.2 0.00 0.01 -0.20 90 3.60 0.95 0.50 4 365.0 9.0 R P 7.00 0.65 0 40.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 0.3 0x10003 1 1 25.00
DIRTBIKE        150.0 0.8 1.8 1.2 0.00 0.00 0.00 90 2.60 0.90 0.40 4 85.0 35.0 R P 14.00 0.50 0 45.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 0.5 0x10003 1 1 25.00
ANGEL            800.0 1.2 2.2 1.5 0.00 0.00 0.00 95 1.20 0.86 0.52 4 190.0 45.0 R P 12.00 0.55 0 35.0 0.70 0.20 0.30 0.24     1 0.09 -0.11 0.55 0.0 0x10103 1 1 25.00
FREEWAY          800.0 1.1 2.2 1.5 0.00 0.00 0.00 95 1.20 0.82 0.51 4 190.0 40.0 R P 10.00 0.55 0 35.0 0.70 0.20 0.30 0.24     1 0.09 -0.11 0.55 0.0 0x10103 1 1 25.00

Ok...the handling.cfg file has plenty of comments that explain what pretty much everything is and does but I will break it down here for those that want to have a easier time understanding things.

Here is how the vehicle lines are broken down:

A : vehicle identifier - This is the name of the vehicle - 14 characters max - (RACER)
B : fMass - This is the mass of the vehicle - 1.0 to 50000.0 - (145.0)
C : Dimensions.x - these are the X dimensions of the vehicle - 0.0 to 20.0 - (0.8)
D : Dimensions.y - These are the Y dimensions of the vehicle - 0.0 to 20.0 -  (1.8)
E : Dimensions.z - These are the Z dimensions of the vehicle - 0.0 to 20.0 -  (1.2)
F : CentreOfMass.x - This is the center of mass for X - -10.0 to 10.0 - (0.00)
G : CentreOfMass.y - This is the center of mass for Y - -10.0 to 10.0 -  (0.01)
H : CentreOfMass.z - This is the center of mass for Z - -10.0 to 10.0 -  (0.00)
I : nPercentSubmerged - This is how much of the vehicle can be submerged before you have to abandon it - 10 to 120 - (90)
J : fTractionMultiplier - This just allows you to change the multiplier for your traction - 0.5 to 2.0 - (3.60)
K : fTractionLoss - This is how much traction your wheels lose when sliding around or going out of control - 0.0 to 1.0 - (0.95)
L : fTractionBias - This just sets how much traction your wheels gain or lose - 0.0 to 1.0 -  (0.50)
M : TransmissionData.nNumberOfGears - This is how many gears your vehicle has in its transmission - 1 to 4 - (5)
N : TransmissionData.fMaxVelocity - This is your vehicle's top speed - 5.0 to 150.0 - (261.0)
O : TransmissionData.fEngineAcceleration - This is how fast your vehicle accelerates (38.0)
P : TransmissionData.nDriveType - This is your vehicles drive type. 4wd, 2wd, fwd, etc (R)
Q : TransmissionData.nEngineType - This is the type of engine, Electric, petrol, diesel (P)
R : fBrakeDeceleration - this is how fast your brakes slow you down (9.25)
S : fBrakeBias - Brake bias (0.00)
T : bABS - This setting is to use abs brakes or not (0)
U : fSteeringLock - this is to change your turning radius for steering..higher numbers mean a tighter radius (50.0)
V : fSuspensionForceLevel - This is how hard or soft your suspension rebounds you when you are in the air and land on your wheels (1.00)
W : fSuspensionDampingLevel - This is the suspension damping level which works similar to the force level (1.00)
X : fSeatOffsetDistance - This is the offset of the seat from the center of the vehicle (0.00)
Y : fCollisionDamageMultiplier - This is the collision damage multiplier that changes how much damage a ped or prop gets from a collision or impact with your vehicle (0.15)
Z : nMonetaryValue - This setting is leftover from gta and doesn't seem to be used (1)
AA : suspension upper limit (0.30)
AB : suspension lower limit (-0.30)
AC : suspension bias between front and rear (0.50)
AD : suspension anti-dive multiplier (1.0)
AE : This section is for the flags which are listed below.
 
      1st digit =      1: 1G_BOOST         2: 2G_BOOST       4: REV_BONNET    8: HANGING_BOOT
      2nd digit =      1: NO_DOORS           2: not used         4: not used      8: not used
      3rd digit =       1: DBL_EXHAUST       2: TAILGATE_BOOT  4: NOSWING_BOOT  8: NONPLAYER_STABILISER
      4th digit =      1: NEUTRALHANDLING  2: HAS_NO_ROOF    4: IS_BIG        8: HALOGEN_LIGHTS
      5th digit =      1: IS_BIKE         2: IS_TRUCK       4: IS_UNIQUE     8: not used
      6th digit =      1: NO_EXHAUST      2: REARWHEEL_1ST  4: HANDBRAKE_TYRE  8: SIT_IN_BOAT
      7th digit =      1: FAT_REARW      2: NARROW_FRONTW  4: GOOD_INSAND   8: NO_1STPERSON_LOOKBEHIND

(0x4110000)

note: The above flags are leftover from gta and I don't know exactly how they work in bully due to the game being quite different in gameplay then gta.
[/u]
AF : front lights - This is your front lights setting (0 = long, 1 = small, 2 = big, 3 = tall) (1)
AG : rear lights - This is your rear lights setting (0 = long, 1 = small, 2 = big, 3 = tall) (1)
AH : damage done to peds in a collision - Self explanatory - The collision damage multiplier is linked to this setting (25.00)


Ok, Now to list the next section which is needed for further modding of a vehicle..in this case the bikes.

Code: [Select]
; '!' identifies this line as bike data for reading
; A B C D E F G H I J K L M N O P
;
; LeanFwdCOM LeanBakCOM MaxLean DesLean SlipSteer WheelieAng WheelieSteer StoppieStabMult AirYawAmount
; ID LeanFwdForce LeanBackForce FullAnimLean SpeedSteer NoPlayerCOMz StoppieAng WheelieStabMult MaxSpeedTurnMult
;
;
! BIKE          0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.115 1.050 0.180 0.158 0.055 0.027 0.500
! CUSTOMMIN      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.200 0.180 0.158 0.046 0.020 0.600
! CUSTOMMAX      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.700 0.090 1.200 0.180 0.155 0.025 0.015 0.600
! BMXRACE        0.100 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.180 0.155 0.046 0.020 0.400
! RETRO          0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.180 0.150 0.046 0.020 0.500
! CRAPBMX        0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.160 0.148 0.046 0.020 0.500
! BANBIKE        0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.117 1.400 0.000 0.000 0.012 0.007 0.100
! MTNBIKE        0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.100 1.400 0.000 0.000 0.018 0.012 0.675
! OLADBIKE      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.082 1.500 0.000 0.000 0.012 0.007 0.100
! RACER          0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.100 5.400 0.000 0.000 0.013 0.008 0.600
! SKATEBRD      0.010 0.010 0.010 0.010 16.000 38.000 0.930 1.000 0.500 0.100 20.000 -30.000 -0.010 0.700 0.600 0.100 5.000 0.020 0.050 0.050 0.050 1.200
! MOPED          0.350 0.000 0.150 0.000 40.000 40.000 0.890 0.500 0.450 0.100 35.000 -45.000 -0.010 0.700 0.500 0.040 1.000 0.000 0.050 0.050 0.050 0.000
! DIRTBIKE      0.000 0.100 0.000 0.100 30.000 5.000 0.920 2.000 1.000 0.005 10.000 -30.000 -0.010 0.700 0.800 0.300 1.000 0.020 0.050 0.050 0.050 0.200
! ANGEL          0.100 0.050 0.300 0.070 30.000 25.000 0.930 1.000 0.700 0.100 33.000 -55.000 -0.010 0.500 0.300 0.100 1.000 0.020 0.050 0.050 0.050 0.200
! FREEWAY        0.100 0.050 0.300 0.060 30.000 25.000 0.940 1.200 0.700 0.100 33.000 -55.000 -0.010 0.500 0.300 0.100 1.000 0.020 0.050 0.050 0.050 0.200

Due to how shoddy the developers commented this section I will just skip ahead and show how to change the jumps directly since this part of the handling.cfg is kinda hard to figure out. Even I have a hard time figuring this part out...lol

to change the jump height on a bike we will use my racer example to illustrate.

look for a line thats similar to this:
Code: [Select]
! RACER          0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.100 5.400 0.000 0.000 0.013 0.008 0.600
in this line you want to edit the number/column that I have highlighted in yellow:

! RACER            0.200   0.200   0.200   0.200   30.000   5.000   0.930   0.700   0.500   0.100   10.000   -30.000   -0.010   0.700   0.600   0.100   5.400   0.000   0.000   0.013   0.008   0.600
my setting will let you hop your bike well over the school roof and over most the treetops. A setting of 8 or more would be overkill since you would then risk jumping out of the map's sky boundry and risk being knocked out or having position reset.

Updates to this post are below:

  UNITS
 
 vehicle identifier is 14 characters max.
 dimensions are in metres
 mass is in Kg
 velocity is in Km/h
 acceleration/deceleration in ms-2
 multipliers: x1.0 is default
 angles are in degrees
 Levels :- (L)ow, (M)edium, (H)igh
 buoyancy = percent submerged (> 100% vehicle sinks)
 engine type :- (P)etrol, (D)iesel, (E)lectric
 engine drive :- (F)ront, (R)ear, (4)-wheel drive

39
MadmaN and Steman's Corner / Vehicle Statistics and General Info
« on: September 22, 2011, 08:28:11 PM »
Here is what I know regarding the vehicle stats and how they work and which vehicle is which in regards to the handling.cfg file.

Code: [Select]
; Author: Bill Henderson
; Created 10/12/1999
;
; > COMMENTS <
; ------------
; TWEAK AT YOUR OWN RISK
;
; > UNITS <
; ---------
; vehicle identifier 14 characters max
; dimensions in metres
; mass in Kg
; velocity in Km/h
; acceleration/deceleration in ms-2
; multipliers x1.0 is default
; angles in degrees
; Levels :- (L)ow, (M)edium, (H)igh
; buoyancy = percent submerged (> 100% vehicle sinks)
; engine type :- (P)etrol, (D)iesel, (E)lectric
; engine drive :- (F)ront, (R)ear, (4)-wheel drive
;
; > FIELD DESCRIPTIONS <
; ----------------------
; (A) vehicle identifier [14 characters max]
; (B) fMass [1.0 to 50000.0]
; (C) Dimensions.x [0.0 > x > 20.0]
; (D) Dimensions.y [0.0 > x > 20.0]
; (E) Dimensions.z, [0.0 > x > 20.0]
; (F) CentreOfMass.x [-10.0 > x > 10.0]
; (G) CentreOfMass.y [-10.0 > x > 10.0]
; (H) CentreOfMass.z [-10.0 > x > 10.0]
; (I) nPercentSubmerged [10 to 120]
; (J) fTractionMultiplier [0.5 to 2.0]
; (K) fTractionLoss                             [0.0 > x > 1.0]
; (L) fTractionBias                             [0.0 > x > 1.0]
; (M) TransmissionData.nNumberOfGears [1 to 4]
; (N) TransmissionData.fMaxVelocity [5.0 to 150.0]
; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0]
; (P) TransmissionData.nDriveType [F/R/4]
; (Q) TransmissionData.nEngineType [P/D/E]
; (R) fBrakeDeceleration [0.1 to 10.0]
; (S) fBrakeBias [0.0 > x > 1.0]
; (T) bABS [0/1]
; (U) fSteeringLock [10.0 to 40.0]
; (V) fSuspensionForceLevel not [L/M/H]
; (W) fSuspensionDampingLevel not [L/M/H]
; (X) fSeatOffsetDistance // ped seat position offset towards centre of car
; (Y) fCollisionDamageMultiplier [0.2 to 5.0]
; (Z) nMonetaryValue [1 to 100000]
; (aa) suspension upper limit
; (ab) suspension lower limit
; (ac) suspension bias between front and rear
; (ad) suspension anti-dive multiplier
; (ae) flags!!!  WARNING - Now written HEX for easier reading of flags
; 1st digit = 1: 1G_BOOST         2: 2G_BOOST       4: REV_BONNET    8: HANGING_BOOT
; 2nd digit = 1: NO_DOORS         2: not used       4: not used      8: not used
; 3rd digit = 1: DBL_EXHAUST     2: TAILGATE_BOOT  4: NOSWING_BOOT  8: NONPLAYER_STABILISER
; 4th digit = 1: NEUTRALHANDLING  2: HAS_NO_ROOF    4: IS_BIG        8: HALOGEN_LIGHTS
; 5th digit = 1: IS_BIKE 2: IS_TRUCK       4: IS_UNIQUE     8: not used
; 6th digit = 1: NO_EXHAUST 2: REARWHEEL_1ST  4: HANDBRAKE_TYRE8: SIT_IN_BOAT
; 7th digit = 1: FAT_REARW 2: NARROW_FRONTW  4: GOOD_INSAND   8: NO_1STPERSON_LOOKBEHIND
;
; (af) front lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ag) rear lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ah) damage done to peds in a collision.
;
; > THE DATA <
; ------------
;
; A          B      C   D   E   F   G    H    I   J    K    L    M N     O    P Q R     S    T U     V    W    X    Y    Z     aa   ab    ac   ae ad    AE AF
;BLISTA         1900.0 2.1 5.5 1.9 0.0 0.0  0.2  70  0.8  0.75 0.54 5 170.0 20.0 F P 7.0   0.65 0 30.0  1.4  0.11 0.2  0.8  20000 0.25 -0.15 0.5  0.0 2 0  1
;BELLYUP        2600.0 2.2 6.5 2.8 0.0 0.0  0.2  80  0.85 0.80 0.5  5 180.0 22.0 4 D 4.5   0.80 0 30.0  2.0  0.09 0.46 0.5  22000 0.30 -0.20 0.5  0.0 422 0  3
;MRWONGS        3500.0 2.2 6.5 2.8 0.0 0.0 -0.2  80  0.95 0.85 0.48 5 180.0 20.0 4 D 4.5   0.80 0 30.0  1.8  0.12 0.46 0.22 28000 0.30 -0.22 0.5  0.0 423 0  3
;YARDIE         1800.0 2.1 5.0 1.6 0.0 0.0  0.0  70  0.80 0.79 0.52 5 160.0 22.0 R P 6.20  0.55 0 25.0  1.8  0.07 0.36 0.45 30000 0.30 -0.15 0.5  0.0 8103 1  1
;YAKUZA         1400.0 1.9 4.7 1.6 0.0 0.25 -0.3 50  0.95 0.9  0.5  5 200.0 30.0 4 P 11.0  0.45 0 30.0  2.6  0.1  0.25 0.7  35000 0.28 -0.14 0.5  0.0 180 1  1
;DIABLOS        1500.0 2.2 4.5 1.9 0.0 0.0  0.1  70  0.9  0.80 0.53 5 180.0 30.0 R P 6.1   0.52 0 30.0  1.5  0.07 0.3  0.65 45000 0.33 -0.09 0.5  0.0 9902 1  1
;COLUMB         3200.0 2.4 5.7 2.6 0.0 0.0  0.3  80  0.82 0.77 0.48 5 175.0 22.0 4 P 15.0  0.51 0 25.0  2.0  0.08 0.28 0.15 50000 0.32 -0.17 0.5  0.0 9A00 0  1
;HOODS          2000.0 2.1 5.0 2.3 0.0 0.0  0.0  85  1.0  0.82 0.52 5 150.0 24.0 4 P 10.5  0.45 0 30.0  1.4  0.1  0.2  0.5  26000 0.33 -0.21 0.5  0.0 8023 0  1
;PANLANT        2600.0 2.0 6.0 2.6 0.0 0.0  0.1  80  0.85 0.70 0.46 5 160.0 15.0 R D 6.0   0.80 0 30.0  2.2  0.07 0.2  0.45 20000 0.35 -0.15 0.4  0.0 22 0  1
;BORGNINE       1900.0 2.1 5.0 2.2 0.0 0.0  0.0  75  1.05 0.9  0.53 4 190.0 27.0 4 P 15.0  0.54 0 40.0  1.9  0.1  0.2  0.15 10000 0.25 -0.22 0.45 0.0 2 0  1
;
; A B C D E F G H I J K L M N O P Q R S T U V W X Y Z aa ab ac ad ae af ag
COMET            2000.0 1.9 4.0 1.6 0.00 0.10 -0.80 75 1.80 0.90 0.50 4 100.0 25.1 R D 18.00 0.45 0 35.4 1.00 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x20103 1 1 1000.00
REGINA          400.0 1.9 4.0 1.6 0.00 0.10 -0.50 75 1.10 0.90 0.40 4 95.0 28.1 F P 18.00 0.45 0 31.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x3 1 1 25.00
BURRITO          2000.0 1.9 4.0 1.6 0.00 0.10 -0.80 75 1.80 0.90 0.50 4 100.0 25.1 R D 18.00 0.45 0 35.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x22103 1 1 25.00
COPSUV          400.0 1.9 4.0 1.6 0.00 0.10 -0.40 75 1.10 0.90 0.50 4 100.0 18.1 F E 18.00 0.45 0 31.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x22103 1 1 25.00
PHEONIX          900.0 1.9 3.0 1.6 0.00 0.00 -0.70 86 1.25 0.83 0.39 4 85.0 50.0 R E 4.75 0.50 0 21.8 0.50 1.00 0.00 0.60     1 0.10 -0.05 0.50 0.0 0x242013 1 1 25.00
WALTON          1900.0 1.9 4.7 1.6 0.00 0.00 -0.90 75 1.10 0.90 0.50 4 20.0 50.0 4 P 18.00 0.45 0 65.0 0.90 0.90 0.25 0.60     1 0.12 -0.12 0.50 0.3 0x142013 1 1 25.00
FORMULA          600.0 1.9 4.7 1.6 0.00 0.00 -0.70 90 0.95 0.80 0.47 4 110.0 45.0 R P 5.00 0.50 0 20.0 2.00 0.30 0.25 0.60     1 0.05 -0.07 0.50 0.5 0x242113 1 1 25.00
ARCADE1          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 2.20 1.30 0.40 4 190.0 65.0 4 E 5.00 0.50 0 28.2 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00
ARCADE2          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 2.20 1.30 0.40 4 190.0 65.0 4 E 5.00 0.50 0 28.2 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00
ARCADE3          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 1.75 1.30 0.55 4 190.0 65.0 4 E 10.00 0.50 0 33.5 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00
;------- bikes
BIKE            150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 62.0 38.0 R P 12.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CUSTOMMIN        150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 59.0 36.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CUSTOMMAX        150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 64.0 40.0 R P 10.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
BMXRACE          150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 57.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
RETRO            150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 52.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CRAPBMX          150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 50.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
BANBIKE          165.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 50.0 30.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
MTNBIKE          160.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 58.0 35.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
OLADBIKE        165.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 45.0 30.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
RACER            145.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 61.0 38.0 R P 9.25 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
SKATEBRD        100.0 0.8 1.8 1.2 0.00 0.00 -0.10 95 1.60 0.95 0.50 1 130.0 40.0 R P 15.00 0.50 0 35.0 0.80 0.15 2.00 0.15     1 0.15 -0.16 0.50 0.0 0x10102 1 1 25.00
MOPED            900.0 1.1 1.7 1.2 0.00 0.01 -0.20 90 3.60 0.95 0.50 4 65.0 9.0 R P 7.00 0.65 0 40.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 0.3 0x10003 1 1 25.00
DIRTBIKE        150.0 0.8 1.8 1.2 0.00 0.00 0.00 90 2.60 0.90 0.40 4 85.0 35.0 R P 14.00 0.50 0 45.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 0.5 0x10003 1 1 25.00
ANGEL            800.0 1.2 2.2 1.5 0.00 0.00 0.00 95 1.20 0.86 0.52 4 190.0 45.0 R P 12.00 0.55 0 35.0 0.70 0.20 0.30 0.24     1 0.09 -0.11 0.55 0.0 0x10103 1 1 25.00
FREEWAY          800.0 1.1 2.2 1.5 0.00 0.00 0.00 95 1.20 0.82 0.51 4 190.0 40.0 R P 10.00 0.55 0 35.0 0.70 0.20 0.30 0.24     1 0.09 -0.11 0.55 0.0 0x10103 1 1 25.00
; > FIELD DESCRIPTIONS <
; ----------------------
; (A) vehicle identifier [14 characters max]
; (B) fMass [1.0 to 50000.0]
; (C) Dimensions.x [0.0 > x > 20.0]
; (D) Dimensions.y [0.0 > x > 20.0]
; (E) Dimensions.z, [0.0 > x > 20.0]
; (F) CentreOfMass.x [-10.0 > x > 10.0]
; (G) CentreOfMass.y [-10.0 > x > 10.0]
; (H) CentreOfMass.z [-10.0 > x > 10.0]
; (I) nPercentSubmerged [10 to 120]
; (J) fTractionMultiplier [0.5 to 2.0]
; (K) fTractionLoss                             [0.0 > x > 1.0]
; (L) fTractionBias                             [0.0 > x > 1.0]
; (M) TransmissionData.nNumberOfGears [1 to 4]
; (N) TransmissionData.fMaxVelocity [5.0 to 150.0]
; (O) TransmissionData.fEngineAcceleration [0.1 to 10.0]
; (P) TransmissionData.nDriveType [F/R/4]
; (Q) TransmissionData.nEngineType [P/D/E]
; (R) fBrakeDeceleration [0.1 to 10.0]
; (S) fBrakeBias [0.0 > x > 1.0]
; (T) bABS [0/1]
; (U) fSteeringLock [10.0 to 40.0]
; (V) fSuspensionForceLevel not [L/M/H]
; (W) fSuspensionDampingLevel not [L/M/H]
; (X) fSeatOffsetDistance // ped seat position offset towards centre of car
; (Y) fCollisionDamageMultiplier [0.2 to 5.0]
; (Z) nMonetaryValue [1 to 100000]
; (aa) suspension upper limit
; (ab) suspension lower limit
; (ac) suspension bias between front and rear
; (ad) suspension anti-dive multiplier
; (ae) flags!!!  WARNING - Now written HEX for easier reading of flags
; 1st digit = 1: 1G_BOOST         2: 2G_BOOST       4: REV_BONNET    8: HANGING_BOOT
; 2nd digit = 1: NO_DOORS         2: IS_VAN       4: IS_BUS        8: IS_LOW
; 3rd digit = 1: DBL_EXHAUST     2: TAILGATE_BOOT  4: NOSWING_BOOT  8: NONPLAYER_STABILISER
; 4th digit = 1: NEUTRALHANDLING  2: HAS_NO_ROOF    4: IS_BIG        8: HALOGEN_LIGHTS
; 5th digit = 1: IS_BIKE 2: IS_HELI        4: IS_PLANE      8: IS_BOAT
; 6th digit = 1: NO_EXHAUST 2: REARWHEEL_1ST  4: HANDBRAKE_TYRE8: SIT_IN_BOAT
; 7th digit = 1: FAT_REARW 2: NARROW_FRONTW  4: GOOD_INSAND
;
; (af) front lights (0 = long, 1 = small, 2 = big, 3 = tall)
; (ag) rear lights (0 = long, 1 = small, 2 = big, 3 = tall)
;
;------- boats
PREDATOR        2200.0 4.0 12.0 3.0 0.00 0.00 0.00 14 2.30 15.00 0.58 4 190.0 1.7 R P 0.05 0.01 0 24.0 1.0 3.00 0.20 0.33     1 0.10   0.1   0.0 0.0 0x80004 0 1 25.00
SPEEDER          2200.0 3.2 10.0 2.2 0.00 0.00 0.00 22 2.50 15.00 0.65 5 190.0 2.5 R P 0.04 0.01 0 20.0 1.3 3.00 0.70 0.39 30000 0.10   0.5   2.0 0.0 0x880004 0 1 25.00
REEFER          5000.0 3.5 7.0 4.0 0.00 0.00 0.00 15 -1.50 15.00 0.45 5 190.0 0.7 R P 0.02 0.02 0 25.0 1.0 3.00 0.20 0.38 25000 0.10   0.1   0.0 0.0 0x80004 0 1 25.00
RIO              3000.0 4.5 7.0 4.0 0.00 0.00 0.00 15 -4.00 25.00 0.50 5 190.0 0.5 R P 0.02 0.00 0 20.0 1.0 3.00 0.20 0.23 70000 15.00   0.1   0.0 0.0 0x80004 0 1 25.00
SQUALO          2200.0 4.0 12.0 3.0 0.00 0.00 0.00 42 3.00 15.00 0.65 5 190.0 3.0 R P 0.02 0.00 0 24.0 0.5 5.00 0.20 0.33 60000 0.10   0.1   0.0 0.0 0x880004 0 1 25.00
TROPIC          2200.0 4.0 12.0 3.0 0.00 0.00 0.00 10 2.20 12.00 0.45 5 190.0 1.4 R P 0.05 0.01 0 24.0 1.8 3.00 0.20 0.33 73000 0.10   0.1   0.0 0.0 0x880004 0 1 25.00
COASTGRD        1200.0 3.0 7.5 2.0 0.00 -0.30 0.00 14 2.00 4.20 0.70 5 190.0 1.6 R P 0.05 0.01 0 24.0 1.0 3.00 0.20 0.18 10000 3.20   0.1   2.5 0.0 0x80004 0 1 25.00
DINGHY          800.0 2.5 4.0 1.6 0.00 0.00 0.00 16 3.50 3.50 1.00 5 190.0 1.2 R P 0.07 0.01 0 30.0 1.0 4.50 0.20 0.12 5000 3.50   0.1   0.7 0.0 0x80004 0 1 25.00
MARQUIS          5000.0 3.5 19.0 4.0 0.00 0.00 0.00 10 -3.50 25.00 0.40 5 190.0 0.5 R P 0.04 0.03 0 38.0 1.0 3.00 0.20 0.38 99000 0.10   0.0   1.0 0.0 0x80004 0 1 25.00
CUPBOAT          3000.0 4.0 12.0 3.0 0.00 0.00 0.00 35 2.00 15.00 0.50 5 190.0 3.0 R P 0.02 0.00 0 24.0 0.8 4.00 0.20 0.45 48000 0.10   0.3   1.5 0.0 0x880004 0 1 25.00
;------- planes
;SEAPLANE        5000.0 1.0 10.0 0.8 0.0 0.0 0.0   5  0.83 25.0 0.5  1 200.0 1.7  4 P 0.01  0.05 0 24.0  3.0  0.75 0.2  0.50 10000 0.10  0.0  2.0  0.0 8840004 0  1
SEAPLANE        1600.0 2.2 4.9 1.7 0.00 0.00 -0.30 102 0.85 0.85 0.51 5 200.0 30.0 4 P 10.00 0.53 0 30.0 2.30 0.16 0.28 0.52 35000 0.27 -0.11 0.50 0.3 0x8182 0 1 25.00
SPARROW          2500.0 2.0 5.0 2.0 0.00 0.00 -0.10 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.10 0.30 0.50 25000 0.50 -0.05 0.50 0.0 0x802A010 0 1 25.00
SEASPAR          3000.0 2.0 5.0 2.0 0.00 0.00 -0.10 5 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.10 0.30 0.60 28000 0.50 -0.05 0.50 0.0 0x8028000 0 1 25.00
MAVERICK        5000.0 2.5 8.0 2.5 0.00 0.00 -0.10 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.15 0.30 0.75 45000 0.50 -0.05 0.50 0.0 0x8028000 0 1 25.00
COASTMAV        3500.0 2.0 5.0 2.5 0.00 0.00 -0.10 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.10 0.30 0.65 50000 0.50 -0.05 0.50 0.0 0x8028000 0 1 25.00
POLMAV          4500.0 2.5 8.0 2.5 0.00 0.00 -0.10 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 5.00 0.10 0.30 0.65 52000 0.50 -0.05 0.50 0.0 0x8028000 0 1 25.00
HUNTER          10000.0 4.0 10.0 3.0 0.00 0.00 0.00 75 0.65 0.90 0.50 1 200.0 16.0 4 P 5.00 0.45 0 30.0 1.50 0.10 0.40 0.50 99000 0.20 -0.15 0.50 0.0 0x8028000 0 1 25.00
RCBARON          150.0 0.8 1.0 0.2 0.00 0.00 -0.10 99 1.10 0.75 0.50 1 75.0 35.0 4 P 5.50 0.50 0 25.0 1.60 0.10 0.20 0.08   300 0.28 -0.08 0.50 0.0 0x40000 0 1 25.00
RCGOBLIN        100.0 0.8 1.5 1.0 0.00 0.00 -0.10 70 1.10 0.75 0.50 1 75.0 35.0 4 P 5.50 0.50 0 25.0 1.60 0.10 0.20 0.05   800 0.28 -0.08 0.50 0.0 0x20000 0 1 25.00
RCCOPTER        100.0 0.8 1.5 1.0 0.00 0.00 -0.10 70 1.10 0.75 0.50 1 75.0 35.0 4 p 5.50 0.50 0 25.0 1.60 0.10 0.20 0.10   500 0.28 -0.08 0.50 0.0 0x20000 0 1 25.00
; A          B      C   D   E   F   G    H    I   J    K    L    M N     O    P Q R     S    T U     V    W    X    Y    Z     aa   ab    ac   ad    ae af ag
;
; For Boats: (some car handling variables are used for alternate functions in boats)
;
; (J) Bank Force Mult (K) Rudder Turn Force (L) Speed Steer Falloff
; (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
;
; '%' identifies this line as boat data for reading
; A B C D E F G H I J K L M N O
;
; ThrustY ThrustAppZ AqPlaneLimit WaveAudioMult MoveResY TurnResX TurnResZ
; ID ThrustZ AqPlaneForce AqPlaneOffset MoveResX MoveResZ TurnResY Look_L_R_BehindCamHeight
;
% PREDATOR      0.79 0.500 0.600 7.000 0.600 -1.900 4.000 0.800 1.000 1.000 0.850 0.980 0.970 4.000
% SPEEDER        0.65 0.500 0.500 8.000 0.700 -0.500 3.000 0.700 1.000 1.000 0.850 0.980 0.960 4.000
% REEFER        0.35 0.600 0.000 3.000 0.200 -0.900 3.500 0.800 1.000 1.000 0.850 0.980 0.960 4.000
% RIO            0.75 0.700 0.000 3.000 0.200 0.000 10.000 0.700 1.000 1.000 0.850 0.960 0.960 4.000
% SQUALO        0.50 1.100 0.200 9.000 0.800 1.200 4.000 0.900 1.000 1.000 0.890 0.970 0.970 4.000
% TROPIC        0.35 0.600 0.500 4.000 0.350 -1.000 6.000 0.700 1.000 1.000 0.780 0.980 0.960 5.000
% COASTGRD      0.50 0.650 0.500 8.000 0.600 -0.300 3.000 0.700 1.000 1.000 0.850 0.960 0.960 3.000
% DINGHY        0.70 0.600 0.400 5.000 0.300 -0.800 3.000 0.940 0.990 1.000 0.850 0.940 0.940 3.000
% MARQUIS        0.95 0.700 0.000 1.500 0.100 0.000 3.500 0.800 1.000 0.970 0.840 0.990 0.940 5.000
% CUPBOAT        0.50 0.600 0.900 9.000 0.800 -1.000 4.000 0.920 1.000 1.000 0.870 0.960 0.970 4.000
% SEAPLANE      0.50 1.200 1.200 50.000 0.850 -0.400 20.000 0.930 1.000 1.000 0.950 0.960 0.960 4.500
;
;
;
;
; '!' identifies this line as bike data for reading
; A B C D E F G H I J K L M N O P
;
; LeanFwdCOM LeanBakCOM MaxLean DesLean SlipSteer WheelieAng WheelieSteer StoppieStabMult AirYawAmount
; ID LeanFwdForce LeanBackForce FullAnimLean SpeedSteer NoPlayerCOMz StoppieAng WheelieStabMult MaxSpeedTurnMult
;
;
! BIKE          0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.115 1.050 0.180 0.158 0.055 0.027 0.500
! CUSTOMMIN      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.200 0.180 0.158 0.046 0.020 0.600
! CUSTOMMAX      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.700 0.090 1.200 0.180 0.155 0.025 0.015 0.600
! BMXRACE        0.100 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.180 0.155 0.046 0.020 0.400
! RETRO          0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.180 0.150 0.046 0.020 0.500
! CRAPBMX        0.000 0.200 0.000 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.800 0.117 1.000 0.160 0.148 0.046 0.020 0.500
! BANBIKE        0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.117 1.400 0.000 0.000 0.012 0.007 0.100
! MTNBIKE        0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.100 1.400 0.000 0.000 0.018 0.012 0.675
! OLADBIKE      0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.082 1.500 0.000 0.000 0.012 0.007 0.100
! RACER          0.200 0.200 0.200 0.200 30.000 5.000 0.930 0.700 0.500 0.100 10.000 -30.000 -0.010 0.700 0.600 0.100 1.400 0.000 0.000 0.013 0.008 0.600
! SKATEBRD      0.010 0.010 0.010 0.010 16.000 38.000 0.930 1.000 0.500 0.100 20.000 -30.000 -0.010 0.700 0.600 0.100 1.000 0.020 0.050 0.050 0.050 0.200
! MOPED          0.350 0.000 0.150 0.000 40.000 40.000 0.890 0.500 0.450 0.100 35.000 -45.000 -0.010 0.700 0.500 0.040 1.000 0.000 0.050 0.050 0.050 0.000
! DIRTBIKE      0.000 0.100 0.000 0.100 30.000 5.000 0.920 2.000 1.000 0.005 10.000 -30.000 -0.010 0.700 0.800 0.300 1.000 0.020 0.050 0.050 0.050 0.200
! ANGEL          0.100 0.050 0.300 0.070 30.000 25.000 0.930 1.000 0.700 0.100 33.000 -55.000 -0.010 0.500 0.300 0.100 1.000 0.020 0.050 0.050 0.050 0.200
! FREEWAY        0.100 0.050 0.300 0.060 30.000 25.000 0.940 1.200 0.700 0.100 33.000 -55.000 -0.010 0.500 0.300 0.100 1.000 0.020 0.050 0.050 0.050 0.200
;
;
; '$' identifies this line as flying handling data when loading
;
; A B C D E F G H I J K L M N O P Q R S
;
; id ThrustFallOff YawStab Roll Pitch FormLift MoveRes TurnRes.y SpeedRes.x SpeedRes.z
; Thrust Yaw SideSlip RollStab PitchStab AttackLift TurnRes.x TurnRes.z SpeedRes.y
;
;
;$ SEAPLANE 0.0032 0.97 -0.00018 0.006 0.10 0.002 -0.007 0.0002 0.0080 0.012 0.19 1.0 0.998 0.997 0.990 0.0 200.0 0.0
$ SEAPLANE      0.000 2.000 0.000 0.010 0.500 0.010 -0.010 0.000 0.010 0.000 0.400 1.000 1.000 1.000 0.990 0.000 500.000 0.000
$ SPARROW        0.010 0.500 0.000 0.030 0.100 0.000 4.000 0.000 4.000 0.500 0.010 1.000 0.800 0.820 0.990 0.000 0.000 7.000
$ SEASPAR        0.350 0.750 0.000 0.010 0.100 0.010 8.000 0.010 8.000 0.600 0.010 1.000 0.800 0.840 0.980 0.000 0.000 7.000
$ MAVERICK      0.400 0.750 0.000 0.020 0.200 0.010 7.000 0.010 7.000 0.400 0.010 1.000 0.800 0.820 1.000 0.000 0.000 7.000
$ COASTMAV      0.650 0.700 0.000 0.010 0.100 0.000 2.000 0.000 2.000 0.800 0.000 1.000 0.930 0.930 1.000 0.000 0.000 2.000
$ POLMAV        0.470 0.790 0.000 0.010 0.100 0.010 3.000 0.010 3.000 0.400 0.010 1.000 0.810 0.820 1.000 0.000 0.000 6.000
$ HUNTER        0.550 0.850 0.000 0.010 0.100 0.010 3.000 0.010 3.000 0.500 0.010 1.000 0.810 0.800 0.990 0.000 0.000 7.000
$ RCBARON        0.010 2.000 0.000 0.100 0.100 0.020 -0.080 0.010 0.300 0.040 0.250 1.000 1.000 1.000 1.000 0.000 500.000 0.000
$ RCGOBLIN      0.200 0.750 0.000 0.050 0.100 0.010 6.000 0.010 6.000 0.700 0.010 0.990 0.850 0.860 0.990 0.000 0.000 7.000
$ RCCOPTER      0.250 0.600 0.000 0.050 0.100 0.010 5.000 0.010 5.000 0.400 0.010 0.990 0.880 0.880 1.000 0.000 0.000 5.000
;
;
;the end
I pasted my handling.cfg file which for the moment is unmodded due to reinstalling bully and not bothering to back any modded files up. I do have a highly modded version of the same file on my laptop but dont feel like digging that out atm so I will use this one to illustrate my points. :)

the commented out stuff in handling.cfg is obviously not used but does have the possability of being used for enabling a future addition of modded vehicles but for now the commented out sections are totally useless to everyone. this being a example of what I mean:
Code: [Select]
;BLISTA         1900.0 2.1 5.5 1.9 0.0 0.0  0.2  70  0.8  0.75 0.54 5 170.0 20.0 F P 7.0   0.65 0 30.0  1.4  0.11 0.2  0.8  20000 0.25 -0.15 0.5  0.0 2 0  1
;BELLYUP        2600.0 2.2 6.5 2.8 0.0 0.0  0.2  80  0.85 0.80 0.5  5 180.0 22.0 4 D 4.5   0.80 0 30.0  2.0  0.09 0.46 0.5  22000 0.30 -0.20 0.5  0.0 422 0  3
;MRWONGS        3500.0 2.2 6.5 2.8 0.0 0.0 -0.2  80  0.95 0.85 0.48 5 180.0 20.0 4 D 4.5   0.80 0 30.0  1.8  0.12 0.46 0.22 28000 0.30 -0.22 0.5  0.0 423 0  3
;YARDIE         1800.0 2.1 5.0 1.6 0.0 0.0  0.0  70  0.80 0.79 0.52 5 160.0 22.0 R P 6.20  0.55 0 25.0  1.8  0.07 0.36 0.45 30000 0.30 -0.15 0.5  0.0 8103 1  1
;YAKUZA         1400.0 1.9 4.7 1.6 0.0 0.25 -0.3 50  0.95 0.9  0.5  5 200.0 30.0 4 P 11.0  0.45 0 30.0  2.6  0.1  0.25 0.7  35000 0.28 -0.14 0.5  0.0 180 1  1
;DIABLOS        1500.0 2.2 4.5 1.9 0.0 0.0  0.1  70  0.9  0.80 0.53 5 180.0 30.0 R P 6.1   0.52 0 30.0  1.5  0.07 0.3  0.65 45000 0.33 -0.09 0.5  0.0 9902 1  1
;COLUMB         3200.0 2.4 5.7 2.6 0.0 0.0  0.3  80  0.82 0.77 0.48 5 175.0 22.0 4 P 15.0  0.51 0 25.0  2.0  0.08 0.28 0.15 50000 0.32 -0.17 0.5  0.0 9A00 0  1
;HOODS          2000.0 2.1 5.0 2.3 0.0 0.0  0.0  85  1.0  0.82 0.52 5 150.0 24.0 4 P 10.5  0.45 0 30.0  1.4  0.1  0.2  0.5  26000 0.33 -0.21 0.5  0.0 8023 0  1
;PANLANT        2600.0 2.0 6.0 2.6 0.0 0.0  0.1  80  0.85 0.70 0.46 5 160.0 15.0 R D 6.0   0.80 0 30.0  2.2  0.07 0.2  0.45 20000 0.35 -0.15 0.4  0.0 22 0  1

This section is the area for all the bikes in the game which is obvious due to how nicely this file is commented:
Code: [Select]
BIKE            150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 62.0 38.0 R P 12.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CUSTOMMIN        150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 59.0 36.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CUSTOMMAX        150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 64.0 40.0 R P 10.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
BMXRACE          150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 57.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
RETRO            150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 52.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
CRAPBMX          150.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 50.0 35.0 R P 7.50 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
BANBIKE          165.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 50.0 30.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
MTNBIKE          160.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 58.0 35.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
OLADBIKE        165.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 1 45.0 30.0 R P 9.00 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
RACER            145.0 0.8 1.8 1.2 0.00 0.01 0.00 90 3.60 0.95 0.50 5 61.0 38.0 R P 9.25 0.00 0 50.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 1.0 0x4110000 1 1 25.00
SKATEBRD        100.0 0.8 1.8 1.2 0.00 0.00 -0.10 95 1.60 0.95 0.50 1 130.0 40.0 R P 15.00 0.50 0 35.0 0.80 0.15 2.00 0.15     1 0.15 -0.16 0.50 0.0 0x10102 1 1 25.00
MOPED            900.0 1.1 1.7 1.2 0.00 0.01 -0.20 90 3.60 0.95 0.50 4 65.0 9.0 R P 7.00 0.65 0 40.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 0.3 0x10003 1 1 25.00
DIRTBIKE        150.0 0.8 1.8 1.2 0.00 0.00 0.00 90 2.60 0.90 0.40 4 85.0 35.0 R P 14.00 0.50 0 45.0 1.00 1.00 0.00 0.15     1 0.30 -0.30 0.50 0.5 0x10003 1 1 25.00
ANGEL            800.0 1.2 2.2 1.5 0.00 0.00 0.00 95 1.20 0.86 0.52 4 190.0 45.0 R P 12.00 0.55 0 35.0 0.70 0.20 0.30 0.24     1 0.09 -0.11 0.55 0.0 0x10103 1 1 25.00
FREEWAY          800.0 1.1 2.2 1.5 0.00 0.00 0.00 95 1.20 0.82 0.51 4 190.0 40.0 R P 10.00 0.55 0 35.0 0.70 0.20 0.30 0.24     1 0.09 -0.11 0.55 0.0 0x10103 1 1 25.00

This next section will be of interest to everyone:
Code: [Select]
; A B C D E F G H I J K L M N O P Q R S T U V W X Y Z aa ab ac ad ae af ag
COMET            2000.0 1.9 4.0 1.6 0.00 0.10 -0.80 75 1.80 0.90 0.50 4 100.0 25.1 R D 18.00 0.45 0 35.4 1.00 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x20103 1 1 1000.00
REGINA          400.0 1.9 4.0 1.6 0.00 0.10 -0.50 75 1.10 0.90 0.40 4 95.0 28.1 F P 18.00 0.45 0 31.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x3 1 1 25.00
BURRITO          2000.0 1.9 4.0 1.6 0.00 0.10 -0.80 75 1.80 0.90 0.50 4 100.0 25.1 R D 18.00 0.45 0 35.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x22103 1 1 25.00
COPSUV          400.0 1.9 4.0 1.6 0.00 0.10 -0.40 75 1.10 0.90 0.50 4 100.0 18.1 F E 18.00 0.45 0 31.4 1.50 1.00 0.25 0.60     1 0.15 -0.15 0.50 0.3 0x22103 1 1 25.00
PHEONIX          900.0 1.9 3.0 1.6 0.00 0.00 -0.70 86 1.25 0.83 0.39 4 85.0 50.0 R E 4.75 0.50 0 21.8 0.50 1.00 0.00 0.60     1 0.10 -0.05 0.50 0.0 0x242013 1 1 25.00
WALTON          1900.0 1.9 4.7 1.6 0.00 0.00 -0.90 75 1.10 0.90 0.50 4 20.0 50.0 4 P 18.00 0.45 0 65.0 0.90 0.90 0.25 0.60     1 0.12 -0.12 0.50 0.3 0x142013 1 1 25.00
FORMULA          600.0 1.9 4.7 1.6 0.00 0.00 -0.70 90 0.95 0.80 0.47 4 110.0 45.0 R P 5.00 0.50 0 20.0 2.00 0.30 0.25 0.60     1 0.05 -0.07 0.50 0.5 0x242113 1 1 25.00
ARCADE1          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 2.20 1.30 0.40 4 190.0 65.0 4 E 5.00 0.50 0 28.2 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00
ARCADE2          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 2.20 1.30 0.40 4 190.0 65.0 4 E 5.00 0.50 0 28.2 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00
ARCADE3          250000.0 1.9 4.7 1.6 0.00 0.45 -0.75 90 1.75 1.30 0.55 4 190.0 65.0 4 E 10.00 0.50 0 33.5 1.00 0.23 0.25 0.60     1 0.35 -0.35 0.50 0.5 0x242113 1 1 25.00

The WALTON is the lawn mower for those that are interested in changing its handling....it is a lot of fun to make that little thing move fast...hehe

The FORMULA is the gokart which is almost unusable if made much faster due to its tight turning radius but thats just a matter of personal taste there...lol

This file if you read the beginning parts thats commented out it explains every section and what it is and what each value is. I will post a lot more about this soon but figured I would get some of this off the top of my head while I remembered it all.

40
MadmaN and Steman's Corner / Locked Doors and Interiors
« on: September 22, 2011, 02:40:20 PM »
Figured I would go ahead and put this up since atm I am working to figure out how to go about unlocking the doors in the game..like the ones a few have been wanting to use like the auditorium or the roof access doors...etc and I have figured out where most the scripting is for them and how it works, tho those areas will not function without the proper map coords for the particular areas that each door is supposed to lead to so that will be the next step to figure out unless someone has already gotten to that step.


On a side note....since I mentioned this to Insanitygames a while back on xfire since he has me added to xfire since I dont use msn, There is a way to make the fighting styles and other similar character mods much easier by editing a single file and without any hex editing....and that would be default.idb which is located inside ide.img. That file is actually a encoded version of default.ide which is a plaintext version of the same file but the plaintext version is somehow overridden by the .idb version which atm I am trying to figure out how to decompile that back to the plaintext .ide using a few methods I used to use during my gta san andreas modding days in the beginning since Bully uses a lot of the same file formats and from what I can tell...the same game engine. Back to the main subject of this post  8) , On the doors I have managed to unlock a few areas like the nurses station outside the school which you can walk in but the room is a empty unfinished room not meant to be seen by the player, which this is a step in the right direction. If anyone wants to know how to go about messing with this to maybe have a team effort in figuring this out I can post in this thread what files to look at and what to change in them. There is no hex editing required for this.

Anyways, cool to finally get off my butt and register here after being a lurker forever, and cool to meet all of ya!


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