Riven Systems

Product Documentation

Riven Impact Dynamics

View product page
Documented build
9.9.1May differ from the current store release
Resource
riven-impact-dynamics
Configuration
riven-impact-dynamics/riven_impact_config.lua

Overview

Riven Impact Dynamics is a vehicle behavior and collision-effects resource. Its packaged implementation contains modules for impact detection, vehicle damage, deformation effects, damaged components, glass, road and terrain response, vehicle sounds, debris, occupant effects, a seatbelt system, a parking brake, and an optional compact warning UI.

Visual and physical results depend on GTA V/FiveM engine capabilities and on the vehicle model. The resource cannot turn GTA vehicle meshes into a general-purpose, independently deformable physics simulation. Custom vehicles may show different levels of deformation depending on their underlying model.

Installation

  1. Back up the server and remove conflicting vehicle failure or damage controllers.
  2. Copy the complete riven-impact-dynamics folder into resources/.
  3. Add it to server.cfg:
cfg
set onesync on
ensure riven-impact-dynamics
  1. Review the default seatbelt, parking brake, warning UI, sound, and damage settings in riven_impact_config.lua.
  2. Test a vehicle with the server's actual handling pack, fleet models, HUD, fuel system, and any lighting controller installed.

Everyday commands

Command or default keyFunction
B or /seatbeltToggle the script's seatbelt
K or /parkingbrakeSet or release the parking brake
/inspectvehicleDisplay information about nearby vehicle condition
/fieldrepairPerform the scripted limited repair interaction
/impacthudShow or hide the impact warning display
/impacthudposReposition the warning display
/impactsettingsOpen personal effect preferences
/impactsoundToggle impact audio
/impactvolume 0-100Set the impact sound volume
/impacthelpList available commands
/cleardebrisClear locally displayed crash debris
F9 or /cleardebrisallRequest global debris cleanup in the reviewed build

The README also describes /chains, /repaircar, /impactdebug, /tyretest, /impacttest, /crashsoftbody, /crashdeform, /crashglass, /terraindebug, and /ulcstate. Several of those are administrative, diagnostic, or development functions rather than routine player controls. /repaircar is associated with the rivenimpact.repair ACE in the package documentation.

Configuration areas

The major configuration sections are Config.DamageScale, Config.SoftBody, Config.Impact, Config.Parts, Config.Glass, Config.Rollover, Config.Terrain, Config.Debris, Config.FirstPerson, Config.Persistence, Config.Seatbelt, Config.ParkingBrake, and Config.Audio/sound-related settings.

The packaged README identifies persistence by plate as disabled by default.

Seatbelt and parking brake

The seatbelt in the reviewed build is functional and does not include the previously removed visible 3D seatbelt prop. The corresponding settings can be found under Config.Seatbelt.

The parking brake is controlled by Config.ParkingBrake. The README documents a K key mapping, a /parkingbrake command, and a stopped-vehicle Space-hold interaction. Because parking brake behavior can overlap GTA controls and other scripts, verify the configuration and installed build rather than assuming a single input behavior applies to all versions.

ULC integration

This particular archive includes an optional Ultimate Lighting Controller integration under ulc_addon/. The package provides separate INSTALL.txt instructions. ULC integration is not something to enable by guessing at other resources' files: follow the add-on installation instructions for the exact compatible ULC version and test the park/drive lighting behavior before deployment.

Limitations and troubleshooting

Custom car does not deform like a default car: GTA vehicle mesh and deformation limits vary. Confirm the vehicle's model supports the visual behavior the resource attempts to apply.

Multiple damage states or repair conflicts: Check for a second vehicle failure, deformation, seatbelt, or repair script.

Debris persists unexpectedly: Review the debris options, persistence settings, and available cleanup controls. Local and global cleanup have different scopes.

Warning UI overlaps other HUD elements: Use /impacthudpos or configure the warning display. You can disable this UI when another compatible HUD renders its signals.

Terrain behavior is too strong: Adjust the appropriate Config.Terrain settings; avoid assuming the same traction response fits custom maps and handling configurations.