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How to cheat by editing cars


Trypsin
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Hi yall. I've been lurking here for a while, and while I've seen lots of stuff on car modding, there has been nil on editing the handling.cfg file for "mission" purposes.... so I thought I'd throw out a few pointers, and maybe you all can share your thoughts as well. :D

 

Stuff for the novices:

-You can edit the stats on cars easily in the PC versions of both GTA3 and VC. I guess you could do the same for PS2, but you'd have to deal with editing a file and burning it.

-The file of importance is handling.cfg in your /data/ subdirectory of the games folder. Got it? Good. Make a back up copy.

-You can edit handling.cfg in notepad (wordpad or write tend to screw up the tabstops). Before doing this, unclick the "read only" attribute for the file's properties. Note that the column's descriptions are glossed at the beginning.

-You can also edit cars much easier using GTA3mods.com Car Stat Editor (for GTA3 only). Or Numtel's Super Fancy VC PC Car Stat Editor. Google for either of them.

 

The Attributes

I'm only going to say something about the "Important" ones. If you only care about cheating the vital missions and not customizing your own car, then just move on to the next section.

-Mass: This is in Kg. 50000 is the max, although the rhino is 18000. The bigger the number, the more momentum you have. This means that even at a low velocity, a 50000kg car will cause other cars to explode on impact or bounce away. Fun with a golf cart! The average car is 2000kg or so. This seems to only affect collisions, and not driving or flying dynamics.

-centerofmass.z: The x and y values should be zero. If it tends to go end over when jumping, you could mess with the y value a bit, but it doesn't need it usually. Okay, a negative z value sets the center of mass below the middle of the vehicle. This means that you are more likely to end up right-side-up after stunting around. The problem is, if it's too negative a value, your car will "bounce til death" because its center of mass is, in fact, underground. More subtle than that, if it's too negative, you'll roll inward when cornering (try -1.2 on a golfcart and you'll see). If it is too positive, you'll roll outward when corning. Now this depends somewhat on the speed you plan on cornering at, and the height of the car (dimensions.z). You want to be able to corner and tip neither inward or outwards. For a golfcart, which is 2.8m high, the sweet spot is -0.7. I can turn at 300kph and not roll with that setting! (The golf cart is quite sensitive to this value because of it's small width). Note that the default for all cars is to have some tipping or rolling when turning... it's unnatural otherwise.

-Percent Submerged: I always either just keep this as it is or set it to -1 (which might crash the game). -1 makes it so that you don't die when you hit water, but you sink to the bottom until the game resets you on the nearest road because of a clipping error. Cool huh? I guess you could make this a low value and watch your car float, but you won't be able to move the car. I'd rather be set back onto the road automagically.

-Traction multiplier: To never, ever slip on anything, put in 5. To do sliding u turns at 250kph, use 0.95

-Traction loss: 0.99 or leave it alone (I've had crashes with using 1).

-Max velocity: The range is 5-300, although I've gone faster. 300 is enough to give motion sickness. For good high speed fun, I'd go 250 and set the acceleration higher. The Infernus is 240.

-Acceleration: 1-50 (hell, 99 works for me without crashing, but the documentation says it's 50 max). As long as you found the sweet spot for the center of mass, and you're not on a bike, go with as high as you can stomach.

-Drive type: Put in 4 for better traction on inclines, or use R unless you like to do stoppies.

-Brake deceleration: the documentation says that 20 is the max, but it still slides a bit. Use 80 to stop on a dime even in the rain.

-the various 'bias' settings-- 0.5 is between front and back wheels and it should be where the force is applied. It'll keep your handling neutral. If you want, you can set the brake bias to 0, and only brake from the rear... that's great when stopping in a line, but you'll want neutral handling when braking in a turn. Of course this doesn't matter if you allready maxed out your deceleration and traction settings.

-Steering lock: The faster you are going, the less you'll want this to be. A zebra taxi is normally set at 30, but an attempt to "steer a little to the left" at 300kph will send you sideways. Keyboards suck. At least PS2 users can pick the degree of turn with a joystick.

collision damage multiplier: A tank is 0.09, and even it sometimes get's blown up. Go with 0.00 for indestructability, or 5 for a 1 hit explosion *cough*copcars*cough. (9 will make it sensitive enough for a couple hits with a melee weapon). Note that it seems that guns take the same amount of ammo regardless to destroy a vehicle... but this does affect melee weaponry.

-flags-goodinsand: this is the only flag I modify. I get the plague of crashes when changing anything else. 1g or 2g boost seem to work fine, but aren't necessary with an already high acceleration.

 

The Cheats

These are various stats of cars allready modified and ready to be cut and pasted into their respective spots within handling.cfg. I've only got the crucial VC missions here.

 

"Four Iron"

The character you are supposed to assasinate hops in a golf cart to try and make an escape. Let's slow that puppy down.

 

GOLFCART 1000.0 2.0 3.5 2.8 0.0 0.0 -0.2 70 1.00 0.85 0.5 1 1.0 0.01 4 E 13.0 0.50 0 30.0 2.0 0.09 0.26 0.50 9000 0.25 -0.10 0.5 0.0 100810 1 1

 

To make it also explode on hitting it a few times with a golf club, use this:

 

GOLFCART 1000.0 2.0 3.5 2.8 0.0 0.0 -0.2 70 1.00 0.85 0.5 1 1.0 0.01 4 E 13.0 0.50 0 30.0 2.0 0.09 0.26 9 9000 0.25 -0.10 0.5 0.0 100810 1 1

 

 

"Demolition Man"

For an indestructable RC copter, use this:

 

RCCOPTER 100.0 0.8 1.5 1.0 0.0 0.0 -0.1 70 1.10 0.75 0.50 1 75.0 35.0 4 p 5.5 0.50 0 25.0 1.6 0.1 0.2 0.00 500 0.28 -0.08 0.5 0.0 20000 0 1

 

 

"Two bit Hit"

Slow down that hearse and make it blow on 1 hit

 

ROMERO 2500.0 1.9 5.0 1.4 0.0 0.0 0.25 70 0.95 0.80 0.53 5 5.0 0.01 F P 04.17 0.80 0 30.0 1.4 0.1 0.2 5.0 10000 0.37 -0.17 0.5 0.0 A 0 1

 

 

"Sir, Yes Sir!"

If you *really* are having trouble with this mission, use the crappy cop cars line (below), and mod the army vehicles besides the tank to max velocity 5.0, acceleration 0.01, and damage modifier 5. I'd do this for you but I'm lazy.

 

"alloy wheels of steel"

Make the angels slow. (get a freeway for yourself before starting)

 

ANGEL 800.0 1.2 2.2 1.5 0.0 0.15 0.0 103 1.2 0.86 0.52 4 5.0 5.0 R P 12.0 0.55 0 35.0 0.65 0.20 0.3 0.24 10000 0.09 -0.11 0.55 0.0 10103 1 1

 

 

Cabmageddon

Make your cab indestructable, speedy killing machine

 

KAUFMAN 50000.0 2.1 5.0 2.2 0.0 0.1 -0.1 75 1.00 0.89 0.52 4 250.0 35.0 R P 7.0 0.47 0 30.0 2.0 0.11 0.2 0.00 10000 0.25 -0.18 0.5 0.4 2 1 1

 

 

Crappy Cop Cars

They're slow, and they blow up easily. Note that the cheetah is used here. Also, you could make them really light for more fun, and then make your car heavy and indestructable.

 

POLICE 1600.0 2.1 5.0 1.6 0.0 0.0 0.15 75 1.05 0.78 0.52 5 5.0 0.01 4 P 11.1 0.53 0 35.0 2.0 0.12 0.2 9 25000 0.28 -0.17 0.5 0.0 9002 0 1FBIRANCH 3500.0 2.4 5.7 2.5 0.0 0.0 -0.1 80 0.92 0.78 0.5 5 5.0 0.01 4 P 8.5 0.50 0 30.0 1.1 0.20 0.44 9 40000 0.34 -0.08 0.5 0.5 C00B 0 1CHEETAH 1200.0 2.0 4.5 1.4 0.0 0.1 -0.3 70 1.3 0.89 0.50 5 5.0 0.01 R P 11.1 0.48 0 30.0 2.2 0.20 0.40 9 105000 0.25 -0.16 0.5 0.3 1008181 0 0ENFORCER 4000.0 2.4 6.8 2.9 0.0 0.2 0.2 85 0.85 0.7 0.46 5 5.0 0.01 R D 8.4 0.45 0 27.0 1.8 0.1 0.32 9 40000 0.37 -0.17 0.5 0.0 27 0 1

 

 

Explodable tank

 

RHINO 18000.0 3.5 8.0 3.8 0.0 0.0 0.0 90 0.75 0.8 0.5 4 80.0 8.0 4 D 8.17 0.50 0 20.0 1.8 0.05 1.12 9 110000 0.35 -0.10 0.5 0.0 4003 0 1

 

 

Well, I've written enough. You get the picture. I just wanted to start a conversation on the subject, and see what handling.cfg cheats you all have.

 

It seems to me that you can cheat on any mission or race simply by using a different car than the opponent and making yours better/faster/indestructable and theirs slow/exploding.

 

To really have some fun, play "The Driver" level, give the sabre turbo a max speed of 15 and beat him on a faggio. Or you could just snipe Hillary, let him fall out of the car, and take that nice BP/FP/EP Sabre Turbo back to your hideout.

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Oh yeah, and if you wan't a kick-butt golf cart, put this in:

 

GOLFCART 50000.0 2.0 3.5 2.8 0.0 0.0 -0.7 70 5.00 0.99 0.5 4 300.0 50.0 4 E 80.0 0.50 0 15.0 2.0 0.09 0.26 0.00 150000 0.25 -0.10 0.5 0.0 1008104 1 1

 

It's got high speed, accel, and mass. The traction is maxed, it stops on a dime, doesn't tip on high speed turns, it's worth is maxed, it's good on sand, is indestructable, and the red one looks super with the golf outfit.

 

Also, here's the zebra cab modified similarly:

 

ZEBRA 50000.0 2.2 5.0 2.3 0.0 0.1 -1 75 5.00 0.99 0.5 4 300.0 50.0 R P 80.0 0.48 0 25.0 1.9 0.11 0.2 0.00 150000 0.25 -0.17 0.5 0.5 1008006 1 1

 

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there is a car stat editor you know...

Exactly! Why do it manualy when there's a nice, easy to use Car Stat Editor? The one used for GTA3 can be used for VC aswell, if I'm not mistaken. :)

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EselGesicht

I cant get enough of editing the cars. i was just wondering if there was any way to make it so the bikes dont launch you when you hit trees and so you dont fall off when you do a flip or 360. thanks.

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Even more beneficial, you can edit the weapons in the weapon.dat file.

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there is a car stat editor you know...

Exactly! Why do it manualy when there's a nice, easy to use Car Stat Editor? The one used for GTA3 can be used for VC aswell, if I'm not mistaken. :)

I tried to use it, and it crashed when it opened the handling.cfg, but there is a Vice City version out for download here

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Nice. I'll post my "Super Warp Speed Indestructable Pink Faggio Of Death" when I get home.

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I've been playing around with the center of mass Z but I can't get a feel for which is the best setting.  -0.03 seems to make the car land on its hood.  Any suggestions? Also, brake deceleration of 80 makes it flip over when you stop.

 

What are some good settings for a bike?

 

Also, the gripiseverything cheat seems to work wonders - does anyone know what settings that change?

 

 

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LicknDragon

Quote - Mass: This is in Kg. 50000 is the max, although the rhino is 18000. The bigger the number, the more momentum you have. This means that even at a low velocity, a 50000kg car will cause other cars to explode on impact or bounce away. Fun with a golf cart! The average car is 2000kg or so. This seems to only affect collisions, and not driving or flying dynamics.

 

Errr, Mass sure does affect JUMPS. A heavier vehicle will travel further than a lighter one, 800+ foot jumps are easy with a 50000 mass vehicle at decent speed. :) I've jumped a Zebra taxi from the airport to the mansion like this using the launch ability from the ramp at the end of the diagonal runway.

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  • 2 weeks later...
JulianRacer

I don´t know if anybody posted this one before, but I manually altered the sabre turbo handling for the "driver" mission...  the poor guy drove like a granny...LOL!

 

Otherwise, the guy drives like hell, and it´s almost impossible to catch with that crappy Sentinel the game gives you...

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Well, I've beaten Vice 4 or 5 times now and I haven't had any trouble beating him.  And I used a plain ol' keyboard to drive, none of that steering wheel crap.

 

But if you're having trouble I suppose you could set his "fMaxVelocity" to 1 or his "EngineAcceleration" to 0..  Then he wouldn't even move.

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can someone plz send me the original handling file cause i accadently deleted it and i dont have the time to reinstal it

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its fun to make the cop cars super fast so they crash into you and send u flying a hundred miles in the air.

 

would u be able to make the golf cart have doors that lock when you get in so its unbustable? coz that pisses me off

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JulianRacer
Well, I've beaten Vice 4 or 5 times now and I haven't had any trouble beating him.  And I used a plain ol' keyboard to drive, none of that steering wheel crap.

 

But if you're having trouble I suppose you could set his "fMaxVelocity" to 1 or his "EngineAcceleration" to 0..  Then he wouldn't even move.

Well, in fact, I did give him some acceleration. 0.1 or something...It moved like a diesel turtle... :happy:

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