-- A modified version of "VehicleDeformation" v1.0.1, by Kiminaze. Full credits go to him, so adibe by the license below. -- Check out his other work: https://kiminazes-script-gems.tebex.io/ -- -- VehicleDeformation License: -- -- Copyright (c) 2021 Philipp Decker /// FiveM: Kiminaze / Discord: Kiminaze#9097 -- By acquiring a copy of this code snippet for the "FiveM" modification for "Grand Theft -- Auto V" you are granted permission to use and modify all of its parts. -- You are allowed to (re-)distribute and sell resources that have been created with the -- help of this code snippet. You have to include this license when doing so. -- This code snippet is provided "as is" and the copyright holder of this code snippet can -- not be held accountable for any damages occuring during the usage or modification of -- this code snippet. local MAX_DEFORM_ITERATIONS = 50 -- iterations for damage application local DEFORMATION_DAMAGE_THRESHOLD = 0.05 -- the minimum damage value at a deformation point function getVehicleDeformation(vehicle) assert(vehicle ~= nil and DoesEntityExist(vehicle), "Parameter \"vehicle\" must be a valid vehicle entity!") -- check vehicle size and pre-calc values for offsets local min, max = GetModelDimensions(GetEntityModel(vehicle)) local X = (max.x - min.x) * 0.5 local Y = (max.y - min.y) * 0.5 local Z = (max.z - min.z) * 0.5 local halfY = Y * 0.5 -- offsets for deformation check local positions = {vector3(-X, Y, 0.0), vector3(-X, Y, Z), vector3(0.0, Y, 0.0), vector3(0.0, Y, Z), vector3(X, Y, 0.0), vector3(X, Y, Z), vector3(-X, halfY, 0.0), vector3(-X, halfY, Z), vector3(0.0, halfY, 0.0), vector3(0.0, halfY, Z), vector3(X, halfY, 0.0), vector3(X, halfY, Z), vector3(-X, 0.0, 0.0), vector3(-X, 0.0, Z), vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, Z), vector3(X, 0.0, 0.0), vector3(X, 0.0, Z), vector3(-X, -halfY, 0.0), vector3(-X, -halfY, Z), vector3(0.0, -halfY, 0.0), vector3(0.0, -halfY, Z), vector3(X, -halfY, 0.0), vector3(X, -halfY, Z), vector3(-X, -Y, 0.0), vector3(-X, -Y, Z), vector3(0.0, -Y, 0.0), vector3(0.0, -Y, Z), vector3(X, -Y, 0.0), vector3(X, -Y, Z)} -- get deformation from vehicle local deformationPoints = {} for i, pos in ipairs(positions) do -- translate damage from vector3 to a float local dmg = #(GetVehicleDeformationAtPos(vehicle, pos.x, pos.y, pos.z)) if (dmg > DEFORMATION_DAMAGE_THRESHOLD) then table.insert(deformationPoints, {pos, dmg}) end end return { deformation = deformationPoints, dirt = GetVehicleDirtLevel(vehicle) } end function setVehicleDeformation(vehicle, deformation) assert(vehicle ~= nil and DoesEntityExist(vehicle), "Parameter \"vehicle\" must be a valid vehicle entity!") assert(deformation ~= nil and type(deformation) == "table", "Parameter \"deformation\" must be a table!") local deformationPoints = deformation.deformation local dirt = deformation.dirt CreateThread(function() local handlingMult, damageMult = GetVehicleHandlingFloat(vehicle, "CHandlingData", "fDeformationDamageMult"), 20.0 if handlingMult <= 0.55 then damageMult = 1000.0 elseif handlingMult <= 0.65 then damageMult = 400.0 elseif handlingMult <= 0.75 then damageMult = 200.0 end for _, def in ipairs(deformationPoints) do def[1] = vector3(def[1].x, def[1].y, def[1].z) end -- iterate over all deformation points and check if more than one application is necessary -- looping is necessary for most vehicles that have a really bad damage model or take a lot of damage (e.g. neon, phantom3) local deform = true local iteration = 0 while deform and iteration < MAX_DEFORM_ITERATIONS do if not DoesEntityExist(vehicle) then return end deform = false for _, def in ipairs(deformationPoints) do if #(GetVehicleDeformationAtPos(vehicle, def[1].x, def[1].y, def[1].z)) < def[2] then local offset = def[1] * 2.0 SetVehicleDamage(vehicle, offset.x, offset.y, offset.z, def[2] * damageMult, 1000.0, true) deform = true end end iteration = iteration + 1 Wait(100) end SetVehicleDirtLevel(vehicle, dirt) end) end