vehicle#

Defines a vehicle.

Hierarchy#

Valid Parent Blocks:

Possible Child Blocks:

ID Properties#

This block should have an ID.

Parameters#

animalTrailerSize πŸ”—

Type: float

Sets the maximum total encumbrance from animals in the animal trailer. The horsebox and livestock trailers both use 500.

area πŸ”—

Type: Any

No description

attachment πŸ”—

Type: Any

No description

brakingForce πŸ”—

Type: Any

No description

carMechanicsOverlay πŸ”—

Type: string

No description

carModelName πŸ”—

Type: string

Set the translation key for the car name. The translation entry needs to be stored inside the IG_UI translation file and have IGUI_VehicleName as a suffix.

For example:

carModelName = YourCar,

With the translation entry inside IG_UI.json:

{
  "IGUI_VehicleNameYourCar": "Your car model",
}
centerOfMassOffset πŸ”—

Type: Any

No description

engineForce πŸ”—

Type: float

No description

Default: 3000

engineIdleSpeed πŸ”—

Type: float

No description

Default: 750.0

engineLoudness πŸ”—

Type: integer

No description

Default: 100

engineQuality πŸ”—

Type: integer

No description

Default: 100

engineRepairLevel πŸ”—

Type: integer

Required mechanics skill level for repearing the vehicle’s engine.

engineRPMType πŸ”—

Type: string

Sets the engine to a RPM type (See vehicleEngineRPM block).

Default: jeep

extents πŸ”—

Type: Any

No description

extentsOffset πŸ”—

Type: Any

No description

forcedColor πŸ”—

Type: array

Sets a forced HSV color on the vehicle. The value needs to be of format hue sat val.

Default: -1 -1 -1

frontEndDurability πŸ”—

Type: integer

It is unclear what that parameter does but as of 42.16.3, the game uses frontEndHealth which is a mistake.

Default: 100

frontEndHealth πŸ”—

Type: Any

No 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 frontEndHealth but as frontEndDurability.

gearRatio1 πŸ”—

Type: float

gearRatioCount 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:

Those ratios take floats

Default: 6.44

gearRatio2 πŸ”—

Type: Any

gearRatioCount 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:

Those ratios take floats

Default: 4.1

gearRatio3 πŸ”—

Type: Any

gearRatioCount 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:

Those ratios take floats

Default: 2.29

gearRatio4 πŸ”—

Type: Any

gearRatioCount 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:

Those ratios take floats

Default: 1.47

gearRatio5 πŸ”—

Type: Any

gearRatioCount 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:

Those ratios take floats

Default: 1.0

gearRatio6 πŸ”—

Type: Any

gearRatioCount 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:

Those ratios take floats

gearRatio7 πŸ”—

Type: Any

gearRatioCount 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:

Those ratios take floats

gearRatio8 πŸ”—

Type: Any

gearRatioCount 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:

Those ratios take floats

gearRatioCount πŸ”—

Type: integer

gearRatioCount 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:

Those ratios take floats

Default: 4

gearRatioR πŸ”—

Type: float

gearRatioCount 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:

Those ratios take floats

Default: 7.09

hasLighter πŸ”—

Type: boolean

Sets whenever this car has a lighter to light a cigarette.

Default: True

hasSiren πŸ”—

Type: boolean

No description

isSmallVehicle πŸ”—

Type: boolean

No description

Default: True

lightbar πŸ”—

Type: Any

No description

mass πŸ”—

Type: float

Sets 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 πŸ”—

Type: float

No description

Default: 20.0

maxSpeedReverse πŸ”—

Type: float

No description

Default: 40.0

maxSuspensionTravelCm πŸ”—

Type: float

No description

Default: 500.0

mechanicType πŸ”—

Type: integer

Defines what class the vehicle is, that is 1 for standard, 2 for heavy-duty and 3 for performance.

Allowed values:

  • 1

  • 2

  • 3

model πŸ”—

Type: Any

No description

neverSpawnKey πŸ”—

Type: boolean

Sets whenever this vehicle will never have a key spawning in buildings or on zombies spawning around the vehicle.

notKillCrops πŸ”—

Type: boolean

Sets whenever the vehicle will destroy crops it is driving on.

offRoadEfficiency πŸ”—

Type: float

No description

Default: 1.0

part πŸ”—

Type: Any

No description

passenger πŸ”—

Type: Any

No description

physics πŸ”—

Type: Any

No description

physicsChassisShape πŸ”—

Type: array

Defines 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 πŸ”—

Type: float

Multiplier applied to the amount of damage the player takes when crashing in the car. A value of 1 doesn’t change the damage, but a lower value reduces it and a higher value increases it.

rearEndDurability πŸ”—

Type: integer

It is unclear what that parameter does but as of 42.16.3, the game uses rearEndHealth which is a mistake.

Default: 100

rearEndHealth πŸ”—

Type: Any

No 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 rearEndHealth but as rearEndDurability.

rollInfluence πŸ”—

Type: float

No description

Default: 0.1

seatNumber πŸ”—

Type: Any

No description

seats πŸ”—

Type: integer

Sets 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 πŸ”—

Type: Any

No description

shadowOffset πŸ”—

Type: Any

No description

skin πŸ”—

Type: Any

No description

sound πŸ”—

Type: Any

No description

spawnOffsetY πŸ”—

Type: Any

No description

specialKeyRing πŸ”—

Type: array

specialKeyRing needs to reference a keyring item to spawn. specialKeyRingChance is used to set the chance to spawn this keyring.

specialKeyRingChance πŸ”—

Type: integer

specialKeyRing needs to reference a keyring item to spawn. specialKeyRingChance is used to set the chance to spawn this keyring.

specialLootChance πŸ”—

Type: integer

No description

Default: 8

steeringClamp πŸ”—

Type: float

No description

Default: 0.4

steeringIncrement πŸ”—

Type: float

No description

Default: 0.04

stoppingMovementForce πŸ”—

Type: float

No description

Default: 1.0

storageCapacity πŸ”—

Type: integer

No description

Default: 100

suspensionCompression πŸ”—

Type: float

No description

Default: 4.4

suspensionDamping πŸ”—

Type: float

No description

Default: 2.3

suspensionRestLength πŸ”—

Type: float

No description

Default: 0.6

suspensionStiffness πŸ”—

Type: float

No description

Default: 20.0

template πŸ”—

Type: Any

Uses a template script data for this vehicle.

Can be duplicated: βœ“

template! πŸ”—

Type: Any

No description

Can be duplicated: βœ“

textureDamage1Overlay πŸ”—

Type: string

No description

textureDamage1Shell πŸ”—

Type: string

No description

textureDamage2Overlay πŸ”—

Type: string

No description

textureDamage2Shell πŸ”—

Type: string

No description

textureLights πŸ”—

Type: string

No description

textureMask πŸ”—

Type: string

No description

textureMaskEnable πŸ”—

Type: boolean

No description

textureRust πŸ”—

Type: string

No description

textureShadow πŸ”—

Type: string

No description

useChassisPhysicsCollision πŸ”—

Type: boolean

By default true which 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 πŸ”—

Type: Any

No description

wheelFriction πŸ”—

Type: float

No description

Default: 800.0

zombieType πŸ”—

Type: array

Used to chose what zombie may spawn around the vehicle and is likely to have the key of the vehicle.