This page was last updated on 21 October 2023, 9:17AM
Changelogs
Version 2.0.0
Supports Mod Settings
Added new notification for when your deductible has been met and you're not required to pay anymore for that incident.
Added options for displaying messages, incident fee, incident threshold, incident duration, incident deductible, cumulative impact charges, and incident timeout.
Version 1.2.0
Changed the message for when you hit the same vehicle more than once to show the TOTAL charges for that "incident" instead of showing "charged $2", "charged $15", "charged $8". It will instead add those all up and show you the cumulative charges.
Version 1.1.0
You only get charged for the highest impact in a 10-second period PER vehicle. Each NPC vehicle has their own timer so you can wrack up a lot of charges if you hit a lot of cars in succession.
In the code, vehicleBumpCooldownDuration determines the number of seconds between incident resets, affected by time dilation. You get charged for the most damaging impact with another vehicle within this time period. Ex: hit a car at 5mph/8kph and get charged, then hit it again for 10mph/16kph. Your total charges within the cooldown period is only for the highest of all your collisions with that specific vehicle.
In the code, costMultiplier is set to '1.0'. You can adjust the multiplier value to increase costs. '2.0' will double the overall costs and '0.5' will halve the overall costs.
In the code, you can disable the collision notifications by setting enableMessages to 'false'.
Fixed the currency symbol from § to €$.
Version 1.0.0
Offer 4 files to choose how insurance charges work. Impacts may count if the vehicle involved is 1.Player owned, 2.Player driven, 3.Player owned and driven, 4.Player owned or driven