Documentation Index
Fetch the complete documentation index at: https://docs.czautoz.co.uk/llms.txt
Use this file to discover all available pages before exploring further.
Each helicopter has 6 independent damage zones. Each zone can be individually enabled or disabled per helicopter via its JSON config file. As of v0.2.2 a disabled zone takes no damage from any source — gunfire, explosions and collisions alike (previously the toggles only blocked collision damage, so a helicopter with its zones off could still be shot to a wreck). Setting all zones to 0 makes that helicopter completely invincible.
See Repair & Battery for repair requirements, hold times, and repair settings.
The 6 Zones
| Zone Setting | What it covers | Effect when destroyed |
|---|
damage.zones.body | Fuselage / airframe | Reduced structural integrity |
damage.zones.engine | Engine | Engine failure, forced autorotation |
damage.zones.chassis | Landing gear / skids | Loss of stable ground contact |
damage.zones.fuel | Fuel tank | Increased fuel leak rate |
damage.zones.rotor1 | Main rotor | Helicopter falls — immediate crash |
damage.zones.rotor2 | Tail rotor | Uncontrolled yaw spin |
Defaults
| Helicopter | Chassis | Body | Engine | Fuel | Main Rotor | Tail Rotor |
|---|
| MD500, MH-6, SA342M, UH-1H | 0 | 1 | 1 | 1 | 1 | 1 |
| MH-60L Blackhawk | 1 | 1 | 1 | 1 | 1 | 1 |
| AW101 Merlin | 1 | 1 | 1 | 1 | 1 | 1 |
Skid-equipped helicopters have chassis damage disabled by default. Wheeled helicopters (Blackhawk, Merlin) have it enabled.
Zone Health Levels & HUD Indicators
Each damage zone progresses through four states, shown as colour-coded indicators on the in-cockpit HUD:
| Level | HUD Colour | Condition |
|---|
| 0 | White | Undamaged |
| 1 | Yellow | Light damage (~75% HP remaining) |
| 2 | Amber | Heavy damage (~55% HP remaining) |
| 3 | Red | Critical damage (~35% HP remaining) |
| 4 | — | Destroyed — zone is inoperable |
Zone repair is progressive — each repair hold advances the zone one level upward (e.g. Red → Amber). A critically damaged zone requires multiple repair actions to fully restore.
Rotor Damage
Main Rotor Destroyed
The helicopter immediately loses lift and falls. There is no recovery.
Tail Rotor Destroyed
The helicopter enters an uncontrolled yaw spin. Spin rate is set by tailRotorFailure.spinRate and a forced descent is applied at tailRotorFailure.descentRate.
| Helicopter | Tail Rotor Spin Rate |
|---|
| MD500 Civilian | 125 deg/s |
| MH-6 Little Bird | 130 deg/s |
| SA342M Gazelle | 130 deg/s |
| UH-1H Iroquois | 118 deg/s |
| MH-60L Blackhawk | 110 deg/s |
| AW101 Merlin | 100 deg/s |
Rotor Blade Shear
Rotor blades can shear off on contact with geometry (trees, buildings, terrain):
| Setting | Default |
|---|
features.rotorBladeShear | 1 = blades shear on contact · 0 = no shear |
Rotor Disc Collision & Player Kill
| Setting | What it does | Default |
|---|
features.rotorDiscCollision | 1 = spinning rotor disc has physical collision | 1 |
features.rotorPlayerKillEnabled | 1 = players entering a spinning rotor disc are instantly killed | 1 |
Blade shear and the rotor-disc player kill are global toggles under the features section of mod_config.json, not per-helicopter JSON. The spinning disc is sampled from the rotor’s centre and tip memory points rather than the model’s collision geometry, making strike detection cheaper and more reliable.
Making a Helicopter Invincible
Set all 6 zone values to 0 inside the damage.zones section of the helicopter’s JSON config file:
"damage": {
"zones": {
"chassis": 0,
"body": 0,
"engine": 0,
"fuel": 0,
"rotor1": 0,
"rotor2": 0
}
}
Rotors-Only Damage
Enable only the rotor zones and disable the rest — the rotors can be shot or damaged (they degrade and shear) while the hull stays invulnerable. This is ideal for servers running AI that fire on helicopters: gunfire knocks out the rotors (costing lift and control) without ever destroying the airframe.
"damage": {
"zones": {
"chassis": 0,
"body": 0,
"engine": 0,
"fuel": 0,
"rotor1": 1,
"rotor2": 1
}
}
Rotor damage never transfers to the airframe’s overall health, so a rotors-only helicopter can be forced down but not blown up.
Ruined Parts Fall Off
When damage.detachRuinedParts is enabled, a door (or any attachment) that becomes ruined detaches and drops off the helicopter onto the ground, instead of sitting ruined in its slot. Default off.
| Setting | What it does | Default |
|---|
damage.detachRuinedParts | 1 = ruined doors/attachments fall off the helicopter · 0 = they stay ruined in place | 0 |
Impact Damage
| Setting | What it does | Default |
|---|
damage.contactCoef | Impact damage multiplier — lower = tougher airframe | Per-helicopter — see Per-Helicopter Settings |
damage.crashThreshold | Impact sensitivity — higher = harder hits needed for heavy damage | Per-helicopter — see Per-Helicopter Settings |
damage.playerCrashDamageEnabled | 1 = crew take HP damage on hard impacts (per helicopter) | 0 |
gameplay.playerCrashDamageMax | Max HP damage per impact — global setting in mod_config.json | 75 |
Crash and hard water-impact damage now also applies to players moving in the cabin or standing on the airframe, not only those buckled into a cockpit or cargo seat.
Wreck Fire
When a helicopter is destroyed, it catches fire and burns for a configurable time — a flickering fire light plus a fire-damage area that hurts players standing too close. The fire is suppressed underwater, and a destroyed wreck will not re-ignite if shot again.
| Setting | What it does | Default |
|---|
damage.burn.duration | How long the wreck burns, in seconds | 120.0 |
damage.burn.radius | Radius of the fire-damage area, in metres | 8.0 |
Both keys live in the damage.burn section of each helicopter’s JSON config, so burn time and area can be tuned per variant.