I was able to find which script was conflicting with this and got it fixed. My next question how can I disable the damage on motorcycles. Just riding the police bike around will damage it. Lower numbers in the config means it takes more damage to break or less?
deformationMultiplier = -1, -- How much should the vehicle visually deform from a collision. Range 0.0 to 10.0 Where 0.0 is no deformation and 10.0 is 10x deformation. -1 = Don't touch. Visual damage does not sync well to other players.
deformationExponent = 0.4, -- How much should the handling file deformation setting be compressed toward 1.0. (Make cars more similar). A value of 1=no change. Lower values will compress more, values above 1 it will expand. Dont set to zero or negative.
collisionDamageExponent = 0.6, -- How much should the handling file deformation setting be compressed toward 1.0. (Make cars more similar). A value of 1=no change. Lower values will compress more, values above 1 it will expand. Dont set to zero or negative.
engineDamageExponent = 0.6, -- How much should the handling file deformation setting be compressed toward 1.0. (Make cars more similar). A value of 1=no change. Lower values will compress more, values above 1 it will expand. Dont set to zero or negative.
torqueMultiplierEnabled = true, -- Decrease engine torge as engine gets more and more damaged
weaponsDamageMultiplier = 0.01, -- How much damage should the vehicle get from weapons fire. Range 0.0 to 10.0, where 0.0 is no damage and 10.0 is 10x damage. -1 = don't touch
damageFactorEngine = 1.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 10
damageFactorBody = 1.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 10
damageFactorPetrolTank = 20.0, -- Sane values are 1 to 100. Higher values means more damage to vehicle. A good starting point is 64
cascadingFailureSpeedFactor = 4.0, -- Sane values are 1 to 100. When vehicle health drops below a certain point, cascading failure sets in, and the health drops rapidly until the vehicle dies. Higher values means faster failure. A good starting point is 8
degradingHealthSpeedFactor = 3, -- Speed of slowly degrading health, but not failure. Value of 10 means that it will take about 0.25 second per health point, so degradation from 800 to 305 will take about 2 minutes of clean driving. Higher values means faster degradation
degradingFailureThreshold = 800.0, -- Below this value, slow health degradation will set in
cascadingFailureThreshold = 260.0, -- Below this value, health cascading failure will set in
engineSafeGuard = 100.0, -- Final failure value. Set it too high, and the vehicle won't smoke when disabled. Set too low, and the car will catch fire from a single bullet to the engine. At health 100 a typical car can take 3-4 bullets to the engine before catching fire.
displayBlips = true, -- Show blips for mechanics locations
preventVehicleFlip = false, -- If true, you can't turn over an upside down vehicle
sundayDriver = false, -- If true, the accelerator response is scaled to enable easy slow driving. Will not prevent full throttle. Does not work with binary accelerators like a keyboard. Set to false to disable. The included stop-without-reversing and brake-light-hold feature does also work for keyboards.
sundayDriverAcceleratorCurve = 7.5, -- The response curve to apply to the accelerator. Range 0.0 to 10.0. Higher values enables easier slow driving, meaning more pressure on the throttle is required to accelerate forward. Does nothing for keyboard drivers
sundayDriverBrakeCurve = 5.0, -- The response curve to apply to the Brake. Range 0.0 to 10.0. Higher values enables easier braking, meaning more pressure on the throttle is required to brake hard. Does nothing for keyboard drivers
-- Class Damagefactor Multiplier
-- The damageFactor for engine, body and Petroltank will be multiplied by this value, depending on vehicle class
-- Use it to increase or decrease damage for each class
classDamageMultiplier = {
[0] = 1.0, -- 0: Compacts
0.5, -- 1: Sedans
0.5, -- 2: SUVs
0.5, -- 3: Coupes
0.5, -- 4: Muscle
0.5, -- 5: Sports Classics
0.5, -- 6: Sports
0.5, -- 7: Super
0.0, -- 8: Motorcycles
0.1, -- 9: Off-road
0.25, -- 10: Industrial
0.5, -- 11: Utility
0.5, -- 12: Vans
0.0, -- 13: Cycles
0.5, -- 14: Boats
0.5, -- 15: Helicopters
0.5, -- 16: Planes
0.5, -- 17: Service
0.5, -- 18: Emergency
0.5, -- 19: Military
0.5, -- 20: Commercial
0.5 -- 21: Trains
}
}```