vehicle#
Defines a vehicle.
Hierarchy#
Valid Parent Blocks:
Possible Child Blocks:
ID Properties#
This block should have an ID.
Parameters#
- animalTrailerSize π
Type:
floatSets the maximum total encumbrance from animals in the animal trailer. The horsebox and livestock trailers both use 500.
- area π
Type:
AnyNo description
- attachment π
Type:
AnyNo description
- brakingForce π
Type:
AnyNo description
- carMechanicsOverlay π
Type:
stringNo description
- carModelName π
Type:
stringSet the translation key for the car name. The translation entry needs to be stored inside the IG_UI translation file and have
IGUI_VehicleNameas a suffix.For example:
carModelName = YourCar,
With the translation entry inside
IG_UI.json:{ "IGUI_VehicleNameYourCar": "Your car model", }
- centerOfMassOffset π
Type:
AnyNo description
- engineForce π
Type:
floatNo description
Default:
3000
- engineIdleSpeed π
Type:
floatNo description
Default:
750.0
- engineLoudness π
Type:
integerNo description
Default:
100
- engineQuality π
Type:
integerNo description
Default:
100
- engineRepairLevel π
Type:
integerRequired mechanics skill level for repearing the vehicleβs engine.
- engineRPMType π
Type:
stringSets the engine to a RPM type (See vehicleEngineRPM block).
Default:
jeep
- extents π
Type:
AnyNo description
- extentsOffset π
Type:
AnyNo description
- forcedColor π
Type:
arraySets a forced HSV color on the vehicle. The value needs to be of format
hue sat val.Default:
-1 -1 -1
- frontEndDurability π
Type:
integerIt is unclear what that parameter does but as of 42.16.3, the game uses
frontEndHealthwhich is a mistake.Default:
100
- frontEndHealth π
Type:
AnyNo description
Warning
Deprecated
Use frontenddurability instead.
While that parameter is present in vanilla scripts as of 42.16.3, it actually does nothing because it is not parsed as
frontEndHealthbut asfrontEndDurability.
- gearRatio1 π
Type:
floatgearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
Default:
6.44
- gearRatio2 π
Type:
AnygearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
Default:
4.1
- gearRatio3 π
Type:
AnygearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
Default:
2.29
- gearRatio4 π
Type:
AnygearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
Default:
1.47
- gearRatio5 π
Type:
AnygearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
Default:
1.0
- gearRatio6 π
Type:
AnygearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
- gearRatio7 π
Type:
AnygearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
- gearRatio8 π
Type:
AnygearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
- gearRatioCount π
Type:
integergearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
Default:
4
- gearRatioR π
Type:
floatgearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
Default:
7.09
- hasLighter π
Type:
booleanSets whenever this car has a lighter to light a cigarette.
Default:
True
- hasSiren π
Type:
booleanNo description
- isSmallVehicle π
Type:
booleanNo description
Default:
True
- lightbar π
Type:
AnyNo description
- mass π
Type:
floatSets the mass of the vehicle which will notably be used for various physic calculations.
By default is equal to 800. As a reference, a car has a mass of around 800, pickup trucks have around 1100, a simple trailer around 200, a burnt vehicle 400 or 500. See the game scripts for more examples.
Default:
800
- maxSpeed π
Type:
floatNo description
Default:
20.0
- maxSpeedReverse π
Type:
floatNo description
Default:
40.0
- maxSuspensionTravelCm π
Type:
floatNo description
Default:
500.0
- mechanicType π
Type:
integerDefines what class the vehicle is, that is 1 for standard, 2 for heavy-duty and 3 for performance.
Allowed values:
123
- model π
Type:
AnyNo description
- neverSpawnKey π
Type:
booleanSets whenever this vehicle will never have a key spawning in buildings or on zombies spawning around the vehicle.
- notKillCrops π
Type:
booleanSets whenever the vehicle will destroy crops it is driving on.
- offRoadEfficiency π
Type:
floatNo description
Default:
1.0
- part π
Type:
AnyNo description
- passenger π
Type:
AnyNo description
- physics π
Type:
AnyNo description
- physicsChassisShape π
Type:
arrayDefines the hitbox of the vehicle. The value should be three numbers defining the dimensions of a box:
physicsChassisShape = height width length,
For example:
physicsChassisShape = height width length,
When setting useChassisPhysicsCollision to
false, it will instead use physics for the hitbox of the vehicle.
- playerDamageProtection π
Type:
floatMultiplier applied to the amount of damage the player takes when crashing in the car. A value of 1 doesnβt change the damage, but a lower value reduces it and a higher value increases it.
- rearEndDurability π
Type:
integerIt is unclear what that parameter does but as of 42.16.3, the game uses
rearEndHealthwhich is a mistake.Default:
100
- rearEndHealth π
Type:
AnyNo description
Warning
Deprecated
Use rearenddurability instead.
While that parameter is present in vanilla scripts as of 42.16.3, it actually does nothing because it is not parsed as
rearEndHealthbut asrearEndDurability.
- rollInfluence π
Type:
floatNo description
Default:
0.1
- seatNumber π
Type:
AnyNo description
- seats π
Type:
integerSets the number of seats this vehicle can have. A seat part needs to be created which will hold a container block with a parameter seat
Default:
2
- shadowExtents π
Type:
AnyNo description
- shadowOffset π
Type:
AnyNo description
- skin π
Type:
AnyNo description
- sound π
Type:
AnyNo description
- spawnOffsetY π
Type:
AnyNo description
- specialKeyRing π
Type:
arrayspecialKeyRingneeds to reference a keyring item to spawn.specialKeyRingChanceis used to set the chance to spawn this keyring.
- specialKeyRingChance π
Type:
integerspecialKeyRingneeds to reference a keyring item to spawn.specialKeyRingChanceis used to set the chance to spawn this keyring.
- specialLootChance π
Type:
integerNo description
Default:
8
- steeringClamp π
Type:
floatNo description
Default:
0.4
- steeringIncrement π
Type:
floatNo description
Default:
0.04
- stoppingMovementForce π
Type:
floatNo description
Default:
1.0
- storageCapacity π
Type:
integerNo description
Default:
100
- suspensionCompression π
Type:
floatNo description
Default:
4.4
- suspensionDamping π
Type:
floatNo description
Default:
2.3
- suspensionRestLength π
Type:
floatNo description
Default:
0.6
- suspensionStiffness π
Type:
floatNo description
Default:
20.0
- template π
Type:
AnyUses a template script data for this vehicle.
Can be duplicated: β
- template! π
Type:
AnyNo description
Can be duplicated: β
- textureDamage1Overlay π
Type:
stringNo description
- textureDamage1Shell π
Type:
stringNo description
- textureDamage2Overlay π
Type:
stringNo description
- textureDamage2Shell π
Type:
stringNo description
- textureLights π
Type:
stringNo description
- textureMask π
Type:
stringNo description
- textureMaskEnable π
Type:
booleanNo description
- textureRust π
Type:
stringNo description
- textureShadow π
Type:
stringNo description
- useChassisPhysicsCollision π
Type:
booleanBy default
truewhich makes the vehicle use the physicsChassisShape for its hitbox. If set to false, it will instead use the physics blocks as the hitbox of the vehicle.Default:
True
- wheel π
Type:
AnyNo description
- wheelFriction π
Type:
floatNo description
Default:
800.0
- zombieType π
Type:
arrayUsed to chose what zombie may spawn around the vehicle and is likely to have the key of the vehicle.