Difference between revisions of "Vehicles.meta"

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m (Added "FLAG_IS_FORMULA_VEHICLE" flag, used on the BR8, DR1, PR4 & R88)
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The '''vehicles.meta''' file in GTA V is an XML-format file which, as with previous versions of the game, defines vehicles and some of their properties. This file is found in '''..\common\data\levels\gta5''' and can be edited with any text editor.
 
The '''vehicles.meta''' file in GTA V is an XML-format file which, as with previous versions of the game, defines vehicles and some of their properties. This file is found in '''..\common\data\levels\gta5''' and can be edited with any text editor.
  
=Parameters=
+
=residentTxd=
 +
The default shared texture dictionary for all vehicles in the file. Always set to <code>vehshare</code>
  
 +
 +
=residentAnims=
 +
The default shared clip dictionary for all vehicles in the file. Always unused.
 +
 +
 +
=InitDatas=
 +
The main vehicle data.
 
==modelName==
 
==modelName==
 
Name of the model file without extension.
 
Name of the model file without extension.
Line 13: Line 20:
  
 
==handlingId==
 
==handlingId==
The name used in [[handling.meta]].
+
The name used in [[handling.meta]]. Any text string no more than 14 characters. By default, the handlingId consists of uppercase letters and numbers
  
 
==gameName==
 
==gameName==
Name corresponding to its GXT2 entry.
+
Name corresponding to its GXT2 entry. Any text string no more than 11 characters. By default, the gameName consists of uppercase letters and numbers.
  
 
==vehicleMakeName==
 
==vehicleMakeName==
The vehicle maker's name corresponding to its GXT2 entry.
+
The GTX2 label of the vehicle maker's name, will display on various vehicle-related UI elements such as the vehicle-area-street HUD. All text labels must be no more than 8 characters.
 +
----
 +
 
 +
{| class="wikitable"
 +
!colspan="2"|Currently-used manufacturer names
 +
|-
 +
! Label
 +
! Displayed string
 +
|-
 +
|ALBANY
 +
|Albany
 +
|-
 +
|ANNIS
 +
|Annis
 +
|-
 +
|BENEFAC
 +
|Benefactor
 +
|-
 +
|BF
 +
|BF
 +
|-
 +
|BOLLOKAN
 +
|Bollokan
 +
|-
 +
|BRAVADO
 +
|Bravado
 +
|-
 +
|BRUTE
 +
|Brute
 +
|-
 +
|BUCKING
 +
|Buckingham
 +
|-
 +
|CANIS
 +
|Canis
 +
|-
 +
|CHARIOT
 +
|Chariot
 +
|-
 +
|CHEVAL
 +
|Cheval
 +
|-
 +
|COIL
 +
|Coil
 +
|-
 +
|DECLASSE
 +
|Declasse
 +
|-
 +
|DEWBAUCH
 +
|Dewbauchee
 +
|-
 +
|DINKA
 +
|Dinka
 +
|-
 +
|DUNDREAR
 +
|Dundreary
 +
|-
 +
|EMPEROR
 +
|Emperor
 +
|-
 +
|ENUS
 +
|Enus
 +
|-
 +
|FATHOM
 +
|Fathom
 +
|-
 +
|GALLIVAN
 +
|Gallivanter
 +
|-
 +
|GROTTI
 +
|Grotti
 +
|-
 +
|HIJAK
 +
|Hijak
 +
|-
 +
|HVY
 +
|HVY
 +
|-
 +
|IMPONTE
 +
|Imponte
 +
|-
 +
|INVERTO
 +
|Invetero
 +
|-
 +
|JACKSHP
 +
|Jacksheepe
 +
|-
 +
|JOBUILT
 +
|Jobuilt
 +
|-
 +
|KARIN
 +
|Karin
 +
|-
 +
|KRAKEN
 +
|Kraken
 +
|-
 +
|LAMPADA
 +
|Lampadati
 +
|-
 +
|LCC
 +
|LCC
 +
|-
 +
|MAIBATSU
 +
|Maibatsu
 +
|-
 +
|MAMMOTH
 +
|Mammoth
 +
|-
 +
|MAXWELL
 +
|Maxwell
 +
|-
 +
|MTL
 +
|MTL
 +
|-
 +
|NAGASAKI
 +
|Nagasaki
 +
|-
 +
|OBEY
 +
|Obey
 +
|-
 +
|OCELOT
 +
|Ocelot
 +
|-
 +
|OVERFLOD
 +
|Overflod
 +
|-
 +
|PEGASSI
 +
|Pegassi
 +
|-
 +
|PFISTER
 +
|Pfister
 +
|-
 +
|PRINCIPL
 +
|Principe
 +
|-
 +
|PROGEN
 +
|Progen
 +
|-
 +
|RUNE
 +
|Rune
 +
|-
 +
|SCHYSTER
 +
|Schyster
 +
|-
 +
|SHITZU
 +
|Shitzu
 +
|-
 +
|SPEEDOPH
 +
|Speedophile
 +
|-
 +
|STANLEY
 +
|Stanley
 +
|-
 +
|TRUFFADE
 +
|Truffade
 +
|-
 +
|UBERMACH
 +
|Ubermacht
 +
|-
 +
|VAPID
 +
|Vapid
 +
|-
 +
|VULCAR
 +
|Vulcar
 +
|-
 +
|VYSSER
 +
|Vysser
 +
|-
 +
|WEENY
 +
|Weeny
 +
|-
 +
|WESTERN
 +
|Western
 +
|-
 +
|WILLARD
 +
|Willard
 +
|-
 +
|ZIRCONIU
 +
|Zirconium
 +
|}
  
 
==expressionDictName==
 
==expressionDictName==
 +
Expression dictionary (.yed) name. Stores expression clips are used to help animate certain bones with dependence on other bones. Available dictionary: <code>vehicle</code>
 +
 
==expressionName==
 
==expressionName==
 +
Expression clip name. Available names: <code>rhino</code>, <code>bodhi2</code>
 +
 
==animConvRoofDictName==
 
==animConvRoofDictName==
The animation dictionary name used to animate the vehicle's convertible roof.
+
Clip dictionary (.ycd) name. Stores animation clips used to animate the vehicle's convertible roof, and other vehicle features such as the submarine car conversion. Available dictionaries: <code>va_carbonizzare</code>, <code>va_cogcabrio</code>, <code>va_cuban800</code>, <code>va_felon2</code>, <code>va_issi2</code>, <code>va_ninef2</code>, <code>va_rapidgt2</code>, <code>va_rt3000</code>, <code>va_sentinel2</code>, <code>va_stromberg</code>, <code>va_surano</code>, <code>va_toreador</code>, <code>va_tornado2</code>, <code>va_utillitruck</code>, <code>va_windsor2</code>, <code>va_zion2</code>
  
 
==animConvRoofName==
 
==animConvRoofName==
The model node used by the convertible roof animation (typically "roof").
+
Animation clip name. This is the animation that plays upon activating the roof/conversion. It is not advised to use animations from one vehicle on a different vehicle, as the animations are made to fit the vehicle it belongs to.
 +
 
 +
{| class="wikitable"
 +
!colspan="2"|Usable names
 +
|-
 +
! Dictionary
 +
! Clip Name
 +
|-
 +
|va_carbonizzare
 +
|roof
 +
|-
 +
|va_cogcabrio
 +
|roof
 +
|-
 +
|va_comet7
 +
|roof
 +
|-
 +
|va_cuban800
 +
|drophatch
 +
|-
 +
|va_felon2
 +
|roof
 +
|-
 +
|va_issi2
 +
|roof
 +
|-
 +
|va_ninef2
 +
|roof
 +
|-
 +
|va_rapidgt2
 +
|roof
 +
|-
 +
|va_rt3000
 +
|roof
 +
|-
 +
|va_sentinel2
 +
|roof
 +
|-
 +
|va_stromberg
 +
|roof
 +
|-
 +
|va_surano
 +
|roof
 +
|-
 +
|va_toreador
 +
|roof
 +
|-
 +
|va_tornado2
 +
|roof
 +
|-
 +
|va_utillitruck
 +
|crane
 +
|-
 +
|va_windsor2
 +
|roof
 +
|-
 +
|va_zion2
 +
|roof
 +
|}
  
 
==animConvRoofWindowsAffected==
 
==animConvRoofWindowsAffected==
The windows (if any) affected by the movement of the convertible roof, for example the side windows which retract during the animation.
+
Disables window collisions when the roof is down. Available names: <code>VEH_EXT_WINDOW_LF</code>, <code>VEH_EXT_WINDOW_RF</code>, <code>VEH_EXT_WINDOW_LR</code>, <code>VEH_EXT_WINDOW_RR</code>, <code>VEH_EXT_WINDSCREEN_R</code>
  
 
==ptfxAssetName==
 
==ptfxAssetName==
 +
The name of a .ypt ptfx asset file used by the vehicle. Usually formatted veh_''carname''
 +
 
==audioNameHash==
 
==audioNameHash==
 
The model name of the vehicle whose sounds are inherited by the vehicle.
 
The model name of the vehicle whose sounds are inherited by the vehicle.
  
 
==layout==
 
==layout==
 +
The layout defined in [[vehiclelayouts.meta]] used by the vehicle, affects the way peds enter, exit, and sit inside the vehicle.
 +
 
==coverBoundOffsets==
 
==coverBoundOffsets==
Defined in [[vehiclelayouts.meta]]
+
Sets cover boundary extents for the vehicle. Defined in vehiclelayouts.meta
 +
 
 +
==POVTuningInfo==
 +
 
 
==explosionInfo==
 
==explosionInfo==
 +
Controls the vehicle's explosion type, appearance, and damage. Defined in vehiclelayouts.meta
 +
 
==scenarioLayout==
 
==scenarioLayout==
 +
Used to spawn scenario peds and objects inside the vehicle.
 +
 
==cameraName==
 
==cameraName==
 +
The camera is to be used by the vehicle. Note that vehicle collisions may affect the height and distance of the camera, irrespective of the setting used.
 +
 
==aimCameraName==
 
==aimCameraName==
 +
The camera is to be used when the player is aiming for a drive-by.
 +
 
==bonnetCameraName==
 
==bonnetCameraName==
 +
The camera is used for the bonnet view if the player has it enabled in the settings.
 +
 
==povCameraName==
 
==povCameraName==
 +
The camera is used for first-person view.
 +
 
==First Person IK Offsets==
 
==First Person IK Offsets==
Inverse kinematics offsets when in first person view.
+
Inverse kinematics offsets when in first-person view.
 
*FirstPersonDriveByIKOffset
 
*FirstPersonDriveByIKOffset
 
*FirstPersonDriveByUnarmedIKOffset
 
*FirstPersonDriveByUnarmedIKOffset
Line 61: Line 328:
 
*FirstPersonPassengerMobilePhoneOffset
 
*FirstPersonPassengerMobilePhoneOffset
 
==PovCameraOffset==
 
==PovCameraOffset==
The X, Y, and Z offsets used to align the first-person camera to the driver of the vehicle.
+
The X, Y, and Z offsets are used to align the first-person camera to the driver of the vehicle.
  
 
==PovCameraVerticalAdjustmentForRollCage==
 
==PovCameraVerticalAdjustmentForRollCage==
The extra offset to be used for PovCameraOffset when a rollcage is installed in the vehicle.
+
The extra offset is to be used for PovCameraOffset when a roll cage is installed in the vehicle.
  
 
==PovPassengerCameraOffset==
 
==PovPassengerCameraOffset==
The X, Y, and Z offsets used to align the first-person camera to the front passenger(s) of the vehicle.
+
The X, Y, and Z offsets are used to align the first-person camera to the front passenger(s) of the vehicle.
  
 
==PovRearPassengerCameraOffset==
 
==PovRearPassengerCameraOffset==
Line 73: Line 340:
  
 
==vfxInfoName==
 
==vfxInfoName==
 +
The vfx preset used by the vehicle, controls the type of effects used for the vehicle such as exhaust fumes.
 +
 
==shouldUseCinematicViewMode==
 
==shouldUseCinematicViewMode==
 
==shouldCameraTransitionOnClimbUpDown==
 
==shouldCameraTransitionOnClimbUpDown==
Line 95: Line 364:
  
 
==envEffScaleMin==
 
==envEffScaleMin==
 +
Sets the minimum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo.
 +
 
==envEffScaleMax==
 
==envEffScaleMax==
 +
Sets the maximum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo.
 +
 
==envEffScaleMin2==
 
==envEffScaleMin2==
 +
Sets the minimum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo. The value is typically the same as the one above.
 +
 
==envEffScaleMax2==
 
==envEffScaleMax2==
 +
Sets the maximum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo. The value is typically the same as the one above.
 +
 
==damageMapScale==
 
==damageMapScale==
 +
Controls the precision of damage/deformation mapping on the vehicle model. Higher values = more precise deformation.
 +
 
==damageOffsetScale==
 
==damageOffsetScale==
 +
Controls how profound the vehicle model's deformation can be.
 +
 
==diffuseTint==
 
==diffuseTint==
Changes the window tint color, no matter what color the window texture have. It does not appear on vehicle_glass_inner shader.
+
Changes the default window tint color, no matter what color the window texture have. It does not appear on vehicle_glass_inner shader.
Use https://www.webfx.com/web-design/color-picker/ To get your color in HEX. Ignore the first 4 digits. Paste the hex code from the site after 0x00...
+
Use https://www.webfx.com/web-design/color-picker/ to get the color in HEX. The first 2 digits after 0x control the opacity, the rest is the RGB color value.
  
 
==steerWheelMult==
 
==steerWheelMult==
 +
How sharp the wheels can turn visually. Does not affect actual turning radius.
 +
 
==HDTextureDist==
 
==HDTextureDist==
 
The distance at which the vehicle's higher-resolution textures (contained in ''modelName''+hi.ytd) should be loaded.
 
The distance at which the vehicle's higher-resolution textures (contained in ''modelName''+hi.ytd) should be loaded.
Line 110: Line 393:
 
==lodDistances==
 
==lodDistances==
 
Distances LOD models will switch. 6 levels.
 
Distances LOD models will switch. 6 levels.
 +
 +
==minSeatHeight==
  
 
==identicalModelSpawnDistance==
 
==identicalModelSpawnDistance==
 +
The distance at which the game can spawn an identical copy of the vehicle in cargen.
 +
 
==maxNumOfSameColor==
 
==maxNumOfSameColor==
==defaultBodyHealth ==
+
The maximum amount of vehicle copies the game can spawn in cargen using the same color set.
 +
 
 +
==defaultBodyHealth==
 +
Controls likelihood of explosion by gunfire.
 +
 
 
==pretendOccupantsScale==
 
==pretendOccupantsScale==
 
==visibleSpawnDistScale==
 
==visibleSpawnDistScale==
Line 119: Line 410:
 
==weaponForceMult==
 
==weaponForceMult==
 
==frequency==
 
==frequency==
 +
The frequency of the vehicle spawning in cargen.
 +
 
==swankness==
 
==swankness==
How cool the vehicle is, for AI response. 0 to 5.
+
How cool the vehicle is, for AI behavior and vehicle generation. 0 to 5. Names are case-sensitive.
 +
 
 +
{| class="wikitable"
 +
! colspan="3"|<code>enum eSwankness</code>
 +
|-
 +
! Enum
 +
! Name
 +
! Notes
 +
|-
 +
|0
 +
|SWANKNESS_0
 +
|— 0% chance of an alarm.<br>— 100% chance of successfully hotwiring the car on first attempt.
 +
|-
 +
|1
 +
|SWANKNESS_1
 +
|— 15% chance of an alarm.<br>— 90% chance of successfully hotwiring the car on first attempt.
 +
|-
 +
|2
 +
|SWANKNESS_2
 +
|— 25% chance of an alarm.<br>— 80% chance of successfully hotwiring the car on first attempt.<br>— Drivers have a chance to rev the car's engine at other cars.
 +
|-
 +
|3
 +
|SWANKNESS_3
 +
|— 35% chance of an alarm.<br>— 70% chance of successfully hotwiring the car on first attempt.<br>— Idle camera has a chance of focusing on the vehicle.<br>— Drivers have a chance to rev the car's engine at other cars.
 +
|-
 +
|4
 +
|SWANKNESS_4
 +
|— 50% chance of an alarm.<br>— 60% chance of successfully hotwiring the car on first attempt.<br>— Idle camera has a chance of focusing on the vehicle.<br>— Peds will positively react to the car.<br>— Drivers have a chance to rev the car's engine at other cars.<br>— Drivers are allowed to do burnouts.<br>— Male drivers are able to drive to the fullest of their ability.
 +
|-
 +
|5
 +
|SWANKNESS_5
 +
|— 100% chance of an alarm.<br>— 50% chance of successfully hotwiring the car on first attempt.<br>— Idle camera has a chance of focusing on the vehicle.<br>— Peds will positively react to the car.<br>— Drivers have a chance to rev the car's engine at other cars.<br>— Drivers are allowed to do burnouts.<br>— Male drivers are able to drive to the fullest of their ability.<br>— Same vehicle models with this swankness can only spawn every 300m from eachother in traffic.
 +
|}
 +
 
 
==maxNum==
 
==maxNum==
 +
Maximum number of same vehicle spawned within specified spawn distance.
 +
 
==flags==
 
==flags==
Available flags:
+
Vehicle flags. Affects the vehicle's behavior. Names are case-sensitive.
*ALLOW_OBJECT_LOW_LOD_COLLISION
+
 
*FLAG_ALLOW_HATS_NO_ROOF
+
{| class="wikitable"
*FLAG_ALLOWS_RAPPEL
+
! colspan="3"|<code>enum CVehicleModelInfoFlags__Flags</code>
*FLAG_ATTACH_TRAILER_IN_CITY
+
|-
*FLAG_ATTACH_TRAILER_ON_HIGHWAY
+
! Enum
*FLAG_AVERAGE_CAR
+
! Name
*FLAG_AVOID_TURNS
+
! Description
*FLAG_BIG
+
|-
*FLAG_BIKE_CLAMP_PICKUP_LEAN_RATE
+
|0
*FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO
+
|FLAG_SMALL_WORKER
*FLAG_BOOT_IN_FRONT
+
|Vehicle can only spawn on path nodes flagged to allow small worker vehicles.
*FLAG_CAN_BE_DRIVEN_ON
+
|-
*FLAG_CAN_HAVE_NEONS
+
|1
*FLAG_CAN_HONK_WHEN_FLEEING
+
|FLAG_BIG
*FLAG_CAN_NAVIGATE_TO_ON_VEHICLE_ENTRY
+
|Peds driving the vehicle will take wider turns. Increases the amount of space between traffic vehicles. Peds will hold down the horn for longer. Vehicle will not react to its tire(s) being popped by gunfire while driving. During chases, peds will avoid ramming the vehicle. During combat in narrow streets, peds will stop and get out instead of trying to turn the vehicle around. Peds will also avoid doing three-point turns, and will drive slower than regular cars. The vehicle is despawned 10 meters further away than normal, and is less likely to be removed in view of the player.
*FLAG_CANNOT_BE_DRIVEN_BY_PLAYER
+
|-
*FLAG_CANNOT_BE_MODDED
+
|2
*FLAG_CANNOT_BE_PICKUP_BY_CARGOBOB
+
|FLAG_NO_BOOT
*FLAG_CANNOT_TAKE_COVER_WHEN_STOOD_ON
+
|Does nothing. Derivative from the IV flag <code>noboot</code>.
*FLAG_CARGOBOB_HOOK_UP_CHASSIS
+
|-
*FLAG_CHECK_WARP_TASK_*FLAG_DURING_ENTER
+
|3
*FLAG_CONSIDERED_FOR_VEHICLE_ENTRY_WHEN_STOOD_ON
+
|FLAG_ONLY_DURING_OFFICE_HOURS
*FLAG_COUNT_AS_FACEBOOK_DRIVEN
+
|Derivative from the GTA IV flag <code>onlyduringofficehours</code>. The game considers office hours to be after 07:00 <i>and</i> before 05:00, preventing the flag from working correctly.
*FLAG_CREATE_WEAPON_MANAGER_ON_SPAWN
+
|-
*FLAG_CRUSHES_OTHER_VEHICLES
+
|4
*FLAG_DAMPEN_STICKBOMB_DAMAGE
+
|FLAG_BOOT_IN_FRONT
*FLAG_DELIVERY
+
|Does nothing. Use <code>FLAG_FRONT_BOOT</code> instead.
*FLAG_DISABLE_AUTO_VAULT_ON_VEHICLE
+
|-
*FLAG_DISABLE_BUSTING
+
|5
*FLAG_DISABLE_CAMERA_PUSH_BEYOND
+
|FLAG_IS_VAN
*FLAG_DISABLE_DEFORMATION
+
|The vehicle will never spawn in traffic with more than one passenger.
*FLAG_DISABLE_THROUGH_WINDSCREEN
+
|-
*FLAG_DISABLE_WEAPON_WHEEL_IN_FIRST_PERSON
+
|6
*FLAG_DONT_CLOSE_DOOR_UPON_EXIT
+
|FLAG_AVOID_TURNS
*FLAG_DONT_CRASH_ABANDONED_NEAR_GROUND
+
|AI driving the vehicle will try to avoid turning at intersections, unless no other path is available. The vehicle can only spawn on roads with multiple lanes, if the road is not a highway the vehicle will prioritize spawning on the left lane.
*FLAG_DONT_HOLD_LOW_GEARS_WHEN_ENGINE_UNDER_LOAD
+
|-
*FLAG_DONT_LINK_BOOT2
+
|7
*FLAG_DONT_ROTATE_TAIL_ROTOR
+
|FLAG_HAS_LIVERY
*FLAG_DONT_SPAWN_AS_AMBIENT
+
|The vehicle will cycle between liveries (typically named <i>modelname</i>_sign_<i>x</i>) located within the vehicle's texture dictionary and applied to diffuse2 texture of vehicle_paint3 shader. As of b678.1 this flag is also required for livery2 liveries (typically named <i>modelname</i>_lvr_<i>x</i>) located within the vehicle's texture dictionary and applied to diffuse2 texture of vehicle_paint3_lvr shader. In both cases, up to 30 liveries are allowed and the texture name must not exceed 31 characters.
*FLAG_DONT_SPAWN_IN_CARGEN
+
|-
*FLAG_DONT_STOP_WHEN_GOING_TO_CLIMB_UP_POINT
+
|8
*FLAG_DONT_TIMESLICE_WHEELS
+
|FLAG_LIVERY_MATCH_EXTRA
*FLAG_DRIVER_NO_DRIVE_BY
+
|Vehicle will spawn with livery ID set to match the toggled on extra. If the vehicle has more extras than liveries, the last livery will be used. A random livery will be picked if the vehicle has no extras.
*FLAG_DRIVER_SHOULD_BE_MALE
+
|-
*FLAG_DROP_SUSPENSION_WHEN_STOPPED
+
|9
*FLAG_EMERGENCY_SERVICE
+
|FLAG_SPORTS
*FLAG_EQUIP_UNARMED_ON_ENTER
+
|Idle camera will focus on the vehicle if the vehicle has a swankness value above 4. Vehicles in traffic will prioritize spawning in lightest (RGB>150) and darkest (RGB<50) colors, and towards the middle of a lane. Drivers will go faster than regular cars. Parked vehicles are equipped with an alarm.
*FLAG_EXPLODE_ON_CONTACT
+
|-
*FLAG_EXTRAS_ALL
+
|10
*FLAG_EXTRAS_CONVERTIBLE
+
|FLAG_DELIVERY
*FLAG_EXTRAS_GANG
+
|Parked vehicles spawn with wheels turned to a much higher angle.
*FLAG_EXTRAS_ONLY_BREAK_WHEN_DESTROYED
+
|-
*FLAG_EXTRAS_RARE
+
|11
*FLAG_EXTRAS_REQUIRE
+
|FLAG_NOAMBIENTOCCLUSION
*FLAG_EXTRAS_SCRIPT
+
|Disables the vehicle's ground ambient occlusion.
*FLAG_EXTRAS_STRONG
+
|-
*FLAG_EXTRAS_TAXI
+
|12
*FLAG_FAKE_EXTRALIGHTS
+
|FLAG_ONLY_ON_HIGHWAYS
*FLAG_FLEE_FROM_COMBAT
+
|Vehicle will only spawn on highways. Flag is unused but is derivative from the IV flag <code>onlyonhighways</code>.
*FLAG_FORCE_AUTO_VAULT_ON_VEHICLE_WHEN_STUCK
+
|-
*FLAG_FORCE_BONNET_CAMERA_INSTEAD_OF_POV
+
|13
*FLAG_FORCE_ENABLE_CHASSIS_COLLISION
+
|FLAG_TALL_SHIP
*FLAG_FRONT_BOOT
+
|Vehicle will not spawn on nodes going under low bridges.
*FLAG_GEN_NAVMESH
+
|-
*FLAG_GIVE_SCUBA_GEAR_ON_EXIT
+
|14
*FLAG_HAS_BULLET_RESISTANT_GLASS
+
|FLAG_SPAWN_ON_TRAILER
*FLAG_HAS_BULLETPROOF_GLASS
+
|In traffic, vehicles with this flag have a 50% chance of spawning on trailers with this flag. The trailer will always spawn between 3 and 5 vehicles. This flag is disabled while in a multiplayer game.
*FLAG_HAS_CAPPED_EXPLOSION_DAMAGE
+
|-
*FLAG_HAS_DIRECTIONAL_SHUFFLES
+
|15
*FLAG_HAS_EJECTOR_SEATS
+
|FLAG_SPAWN_BOAT_ON_TRAILER
*FLAG_HAS_EXTRA_SHUFFLE_SEAT_ON_VEHICLE
+
|In traffic, vehicles with this flag have a 50% chance of spawning on trailers with this flag. Although any trailer can have this flag, the spawn offsets on the trailer are hardcoded relative to the <code>boattrailer</code> model.
*FLAG_HAS_FRONT_SPIKE_MOD
+
|-
*FLAG_HAS_GLIDER
+
|16
*FLAG_HAS_GULL_WING_DOORS
+
|FLAG_EXTRAS_GANG
*FLAG_HAS_HELI_STRAFE_MODE
+
|The vehicle spawns with extras 5-9 if driven by a ped defined as a gang member.
*FLAG_HAS_INCREASED_RAMMING_FORCE
+
|-
*FLAG_HAS_INCREASED_RAMMING_FORCE_WITH_CHASSIS_MOD
+
|17
*FLAG_HAS_INTERIOR_EXTRAS
+
|FLAG_EXTRAS_CONVERTIBLE
*FLAG_HAS_JATO_BOOST_MOD
+
|Makes extras 1-4 unbreakable. The vehicle cycles between extras 1-4 at random. If only extra 1 is toggled, the vehicle will be treated as having the roof down and will enable shader effects that block water from rendering and add wind micromovement to clothes. If extras 2-4 are toggled the vehicle will be treated as having the roof up. Extra 1 will never spawn while raining.<br>The vehicle model <code>mamba</code> is hardcoded to use extras 1-2 for no roof and extra 3 for roof.
*FLAG_HAS_JUMP_MOD
+
|-
*FLAG_HAS_LIVERY
+
|18
*FLAG_HAS_LOWRIDER_HYDRAULICS
+
|FLAG_EXTRAS_TAXI
*FLAG_HAS_LOWRIDER_DONK_HYDRAULICS
+
|The majority of taxi logic is enabled through this flag. The vehicle cycles between extras 5-8 at random. In traffic generation, there is a 65% chance that the vehicle will spawn with the taxi light turned on, and therefore a passenger. If the vehicle is driven by a ped with the config flag <code>CPED_CONFIG_FLAG_AICanDrivePlayerAsRearPassenger</code>, the player will try to enter the back of the vehicle. Being a passenger will allow the <code>DIST_AS_PASSENGER_TAXI</code> stat to increment, and allow the player to control the radio. AI peds driving the vehicle will not see peds on the side of the road as obstructions when pulling over. Police scanner will not mention the vehicle's category. On Gen7, or when "First Person Vehicle Hood" setting is enabled, the camera will be forced into first-person view when sitting in the back as a passenger.
*FLAG_HAS_NITROUS_MOD
+
|-
*FLAG_HAS_OUTRIGGER_LEGS
+
|19
*FLAG_HAS_NO_ROOF
+
|FLAG_EXTRAS_RARE
*FLAG_HAS_PARACHUTE
+
|Extras only have a 25% chance of spawning.
*FLAG_HAS_RAMMING_BAR_MOD
+
|-
*FLAG_HAS_RAMMING_SCOOP_MOD
+
|20
*FLAG_HAS_REAR_MOUNTED_TURRET
+
|FLAG_EXTRAS_REQUIRE
*FLAG_HAS_REAR_SEAT_ACTIVITIES
+
|The vehicle always spawns with at least 1 extra toggled on.
*FLAG_HAS_ROCKET_BOOST
+
|-
*FLAG_HAS_SIDE_SHUNT
+
|21
*FLAG_HAS_SUPER_BRAKES_MOD
+
|FLAG_EXTRAS_STRONG
*FLAG_HAS_SUPERCHARGER
+
|Prevents extras from breaking off during collisions.
*FLAG_HAS_TOMBSTONE
+
|-
*FLAG_HAS_TURRET_SEAT_ON_VEHICLE
+
|22
*FLAG_HAS_TWO_BONNET_BONES
+
|FLAG_EXTRAS_ONLY_BREAK_WHEN_DESTROYED
*FLAG_HAS_VERTICAL_FLIGHT_MODE
+
|Extras on the vehicle can only break off once the vehicle is completely destroyed, eg. by explosions.
*FLAG_HAS_VERTICAL_ROCKET_BOOST
+
|-
*FLAG_HAS_WEAPON_BLADE_MODS
+
|23
*FLAG_HAS_WEAPON_SPIKE_MODS
+
|FLAG_EXTRAS_SCRIPT
*FLAG_HEADLIGHTS_ON_LANDINGGEAR
+
|Extras 5-8 (extra 7 on planes, and extras 10-12 on helicopters) will never spawn on the vehicle. The only way to have them is toggling them on by script.
*FLAG_HEADLIGHTS_ON_TAP_ONLY
+
|-
*FLAG_HEADLIGHTS_USE_ACTUAL_BONE_POS
+
|24
*FLAG_HELI_USES_FIXUPS_ON_OPEN_DOOR
+
|FLAG_EXTRAS_ALL
*FLAG_HELICOPTER_WITH_LANDING_GEAR
+
|The vehicle always spawns with all extras toggled on.
*FLAG_HOLD_TO_SHUFFLE
+
|-
*FLAG_IGNORE_ON_SIDE_CHECK
+
|25
*FLAG_IGNORE_RWINDOW_COLLISION
+
|FLAG_EXTRAS_MATCH_LIVERY
*FLAG_IGNORE_TRAPPED_HULL_CHECK
+
|Vehicle will spawn with extra toggled on to match the set livery ID.
*FLAG_INCREASE_CAMBER_WITH_SUSPENSION_MOD
+
|-
*FLAG_INCREASE_LOW_SPEED_TORQUE
+
|26
*FLAG_INCREASE_PED_COMMENTS
+
|FLAG_DONT_ROTATE_TAIL_ROTOR
*FLAG_INTERIOR_BLOCKED_BY_BOOT
+
|Prevents the helicopter's tail rotor from rotating.
*FLAG_IS_BULKY
+
|-
*FLAG_IS_BUS
+
|27
*FLAG_IS_ELECTRIC
+
|FLAG_PARKING_SENSORS
*FLAG_IS_FORMULA_VEHICLE
+
|The vehicle has a parking sensor gadget. Sounds are hardcoded to never play.
*FLAG_IS_JETSKI
+
|-
*FLAG_IS_OFFROAD_VEHICLE
+
|28
*FLAG_IS_QUADBIKE_USING_BIKE_ANIMATIONS
+
|FLAG_PEDS_CAN_STAND_ON_TOP
*FLAG_IS_TANK
+
|Allows the player and AI peds to stand on top of the vehicle without ragdolling off.<br>For some reason vehicles with the handling name <code>BURRITO</code> are hardcoded to ignore this flag, instead of simply editing vehicles.meta in a text editor and removing the flag from there...
*FLAG_IS_TANK_WITH_FLAME_DAMAGE
+
|-
*FLAG_IS_VAN
+
|29
*FLAG_JUMPING_CAR
+
|FLAG_TAILGATE_TYPE_BOOT
*FLAG_KEEP_ALL_TURRETS_SYNCHRONISED
+
|Does nothing.
*FLAG_LAW_ENFORCEMENT
+
|-
*FLAG_NO_BOOT
+
|30
*FLAG_NO_BROKEN_DOWN_SCENARIO
+
|FLAG_GEN_NAVMESH
*FLAG_NO_HEAVY_BRAKE_ANIMATION
+
|Generates navmesh on the vehicle. Typically used on boats, trailers, and train cars.
*FLAG_NO_RESPRAY
+
|-
*FLAG_NO_REVERSING_ANIMATION
+
|31
*FLAG_PARKING_SENSORS
+
|FLAG_LAW_ENFORCEMENT
*FLAG_PEDS_CAN_STAND_ON_TOP
+
|Idle camera will focus on the vehicle. Medics and firemen do not ignore this vehicle being stolen. Vehicles that are not bikes will always spawn two occupants in scenarios. Ambient vehicles will not be attracted into scenarios. Helicopters with this flag will use a searchlight during police chases. Boats with this flag will give peds the <code>LOADOUT_COP_BOAT</code> (Pistol and Micro SMG) loadout, meanwhile cars with this flag will give peds the <code>LOADOUT_COP_SHOTGUN</code> (Pistol and Pump Shotgun) loadout. Exploding cars or amphibious automobiles that are not owned by the player will increment the <code>CARS_COPS_EXPLODED</code> stat, meanwhile wrecking any vehicle with this flag will increment the <code>CARS_COPS_WRECKED</code> stat. Stealing any vehicle with this flag will increment the <code>NUMBER_STOLEN_COP_VEHICLE</code> stat. The vehicle is regarded as an important entity in multiplayer games. If the vehicle's siren is on, oncoming traffic vehicles will stop. The range at which the AI can detect the vehicle for entry is extended. The vehicle will become stationary faster if the driver is not present. Vehicles with this flag are more easily affected by vehicles with the <code>FLAG_HAS_INCREASED_RAMMING_FORCE</code> flag. The player will gain a wanted level if they stand (or drive) on top of a car with this flag while it's being driven by a cop ped, regardless if the <code>FLAG_REPORT_CRIME_IF_STANDING_ON</code> flag is also present or not. Peds that are driving cars with this flag will not stop in the event of an accident blocking the road. The vehicle will always be considered wanted and refresh the wanted level if the player steals it even while not seen by anyone. Cars that are not abandoned, wrecked, or stolen/owned by player will act as a witness and give the player a wanted level regardless of any ped or cop noticing the crime. Non-scripted vehicles will always spawn with the doors locked and will never spawn with pretend occupants. Drivers will also not be replaced by pretend occupants. Stolen cars will never require hotwiring. Wheels are 50% less likely to break off on collisions or when crushed, while the tires have 15% chance (as opposed to the regular 30%) of popping on heavy collisions.
*FLAG_PEDS_INSIDE_CAN_BE_SET_ON_FIRE_MP
+
|-
*FLAG_PLANE_WEAR_ALTERNATIVE_HELMET
+
|32
*FLAG_POOR_CAR
+
|FLAG_EMERGENCY_SERVICE
*FLAG_PREFER_ENTER_TURRET_AFTER_DRIVER
+
|Medics and firemen do not ignore this vehicle being stolen. Police scanner descriptions are disabled for the vehicle. Fleeing peds will never try to steal any cars with this flag. Peds will not use the horn.
*FLAG_RAMP
+
|-
*FLAG_RAMMING_SCOOP
+
|33
*FLAG_RECESSED_HEADLIGHT_CORONAS
+
|FLAG_DRIVER_NO_DRIVE_BY
*FLAG_RECESSED_TAILLIGHT_CORONAS
+
|Prevents the driver from using any weapons in the vehicle.
*FLAG_REPORT_CRIME_IF_STANDING_ON
+
|-
*FLAG_RESET_TURRET_SEAT_HEADING
+
|34
*FLAG_RICH_CAR
+
|FLAG_NO_RESPRAY
*FLAG_SECOND_TURRET_MOD
+
|Used by carmod scripts to reemove the option to respray the vehicle.
*FLAG_SET_WANTED_FOR_ATTACHED_VEH
+
|-
*FLAG_SMALL_WORKER
+
|35
*FLAG_SPAWN_BOAT_ON_TRAILER
+
|FLAG_IGNORE_ON_SIDE_CHECK
*FLAG_SPAWN_ON_TRAILER
+
|Player will avoid pathfinding towards vehicles that are on their side.
*FLAG_SPOILER_MOD_DOESNT_INCREASE_GRIP
+
|-
*FLAG_SPORTS
+
|36
*FLAG_SPRAY_PETROL_BEFORE_EXPLOSION
+
|FLAG_RICH_CAR
*FLAG_TALL_SHIP
+
|Rich NPCs may be seen driving the vehicle in traffic and car will spawn parked along Portola Drive in the shopping district. Colliding with vehicles that aren't boats will cause the peds driving them to have stronger reactions.
*FLAG_THIRD_TURRET_MOD
+
|-
*FLAG_TURRET_ENTRY_ATTACH_TO_DRIVER_SEAT
+
|37
*FLAG_TURRET_MODS_ON_CHASSIS5
+
|FLAG_AVERAGE_CAR
*FLAG_TURRET_MODS_ON_ROOF
+
|Average NPCs may be seen driving the vehicle in traffic.
*FLAG_TURRET_MOD_WITH_NO_STOCK_TURRET
+
|-
*FLAG_TWO_DOORS_ONE_SEAT
+
|38
*FLAG_UPDATE_WEAPON_BATTERY_BONES
+
|FLAG_POOR_CAR
*FLAG_USE_AIRCRAFT_STYLE_WEAPON_TARGETING
+
|Poor NPCs may be seen driving the vehicle in traffic.
*FLAG_USE_COVERBOUND_INFO_FOR_COVERGEN
+
|-
*FLAG_USE_FAT_INTERIOR_LIGHT
+
|39
*FLAG_USE_FIVE_ANIM_THROW_FP
+
|FLAG_ALLOWS_RAPPEL
*FLAG_USE_FULL_ANIMS_FOR_MP_WARP_ENTRY_POINTS
+
|Allows the player and AI peds to rappel from the vehicle.
*FLAG_USE_HEADING_ONLY_IN_TURRET_MATRIX
+
|-
*FLAG_USE_HIGHER_DOOR_TORQUE
+
|40
*FLAG_USE_INTERIOR_RED_LIGHT
+
|FLAG_DONT_CLOSE_DOOR_UPON_EXIT
*FLAG_USE_LIGHTING_INTERIOR_OVERRIDE
+
|The player and AI peds won't close the door after exiting the vehicle.
*FLAG_USE_PILOT_HELMET
+
|-
*FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT
+
|41
*FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT_MID_ONLY
+
|FLAG_USE_HIGHER_DOOR_TORQUE
*FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT_HIGH
+
|
*FLAG_USE_ROOT_AS_BASE_LOCKON_POS
+
|-
*FLAG_USE_SMALLER_OPEN_DOOR_RATIO_TOLERANCE
+
|42
*FLAG_USE_STANDARD_FLIGHT_HELMET
+
|FLAG_DISABLE_THROUGH_WINDSCREEN
*FLAG_USE_STEERING_PARAM_FOR_LEAN
+
|Prevents the player and AI peds from being ejected through the windshield during a crash.
*FLAG_USE_STRICTER_EXIT_COLLISION_TESTS
+
|-
*FLAG_USE_TURRET_RELATIVE_AIM_CALCULATION
+
|43
*FLAG_USE_WEAPON_WHEEL_WITHOUT_HELMET
+
|FLAG_IS_ELECTRIC
 +
|Disables oil leaks and damage to petrol tank. Disables the power increase from Turbo mod. Trains with this flag will stop for vehicles that are blocking their path.
 +
|-
 +
|44
 +
|FLAG_NO_BROKEN_DOWN_SCENARIO
 +
|The vehicle will never spawn as part of a WORLD_VEHICLE_BROKEN_DOWN scenario.
 +
|-
 +
|45
 +
|FLAG_IS_JETSKI
 +
|
 +
|-
 +
|46
 +
|FLAG_DAMPEN_STICKBOMB_DAMAGE
 +
|The vehicle takes less damage from explosions caused by a sticky bomb.
 +
|-
 +
|47
 +
|FLAG_DONT_SPAWN_IN_CARGEN
 +
|The vehicle will never spawn during world car generation (this pertains mostly to parked cars, not traffic spawning).
 +
|-
 +
|48
 +
|FLAG_IS_OFFROAD_VEHICLE
 +
|Peds will consider off-road paths as valid routes.
 +
|-
 +
|49
 +
|FLAG_INCREASE_PED_COMMENTS
 +
|Causes AI peds to randomly comment on the vehicle more frequently.
 +
|-
 +
|50
 +
|FLAG_EXPLODE_ON_CONTACT
 +
|
 +
|-
 +
|51
 +
|FLAG_USE_FAT_INTERIOR_LIGHT
 +
|Increases the size and intensity of the vehicle's interior light.
 +
|-
 +
|52
 +
|FLAG_HEADLIGHTS_USE_ACTUAL_BONE_POS
 +
|
 +
|-
 +
|53
 +
|FLAG_FAKE_EXTRALIGHTS
 +
|Causes extralights to behave as normal headlights.
 +
|-
 +
|54
 +
|FLAG_CANNOT_BE_MODDED
 +
|Prevents the vehicle from entering Los Santos Customs.
 +
|-
 +
|55
 +
|FLAG_DONT_SPAWN_AS_AMBIENT
 +
|Prevents the vehicle from spawning in ambient scenarios.
 +
|-
 +
|56
 +
|FLAG_IS_BULKY
 +
|
 +
|-
 +
|57
 +
|FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO
 +
|The vehicle will never spawn as part of a WORLD_VEHICLE_ATTRACTOR scenario.
 +
|-
 +
|58
 +
|FLAG_IS_BUS
 +
|
 +
|-
 +
|59
 +
|FLAG_USE_STEERING_PARAM_FOR_LEAN
 +
|
 +
|-
 +
|60
 +
|FLAG_CANNOT_BE_DRIVEN_BY_PLAYER
 +
|Prevents the player from entering the vehicle.
 +
|-
 +
|61
 +
|FLAG_SPRAY_PETROL_BEFORE_EXPLOSION
 +
|The vehicle will spill gasoline before exploding.
 +
|-
 +
|62
 +
|FLAG_ATTACH_TRAILER_ON_HIGHWAY
 +
|The vehicle will spawns with a trailer only on roads marked as highways.
 +
|-
 +
|63
 +
|FLAG_ATTACH_TRAILER_IN_CITY
 +
|The vehicle will spawns with a trailer only in the Los Santos region.
 +
|-
 +
|64
 +
|FLAG_HAS_NO_ROOF
 +
|Ignores various roof checks. Prevents ped hats from getting removed, if paired with <code>FLAG_ALLOW_HATS_NO_ROOF</code>.
 +
|-
 +
|65
 +
|FLAG_ALLOW_TARGETING_OF_OCCUPANTS
 +
|
 +
|-
 +
|66
 +
|FLAG_RECESSED_HEADLIGHT_CORONAS
 +
|
 +
|-
 +
|67
 +
|FLAG_RECESSED_TAILLIGHT_CORONAS
 +
|
 +
|-
 +
|68
 +
|FLAG_IS_TRACKED_FOR_TRAILS
 +
|Does nothing.
 +
|-
 +
|69
 +
|FLAG_HEADLIGHTS_ON_LANDINGGEAR
 +
|
 +
|-
 +
|70
 +
|FLAG_CONSIDERED_FOR_VEHICLE_ENTRY_WHEN_STOOD_ON
 +
|The player and AI peds will prioritize entering the vehicle when standing on top of it.
 +
|-
 +
|71
 +
|FLAG_GIVE_SCUBA_GEAR_ON_EXIT
 +
|The player receives scuba gear when exiting the vehicle.
 +
|-
 +
|72
 +
|FLAG_IS_DIGGER
 +
|
 +
|-
 +
|73
 +
|FLAG_IS_TANK
 +
|Makes the vehicle fireproof. AI peds will react to it as they would towards a tank.
 +
|-
 +
|74
 +
|FLAG_USE_COVERBOUND_INFO_FOR_COVERGEN
 +
|
 +
|-
 +
|75
 +
|FLAG_CAN_BE_DRIVEN_ON
 +
|Allows other vehicles to drive on top of the vehicle.
 +
|-
 +
|76
 +
|FLAG_HAS_BULLETPROOF_GLASS
 +
|Prevents the glass from breaking, essentially making it behave as static glass found on buildings around the map.
 +
|-
 +
|77
 +
|FLAG_CANNOT_TAKE_COVER_WHEN_STOOD_ON
 +
|Prevents the player and AI peds from taking cover while standing on top of the vehicle.
 +
|-
 +
|78
 +
|FLAG_INTERIOR_BLOCKED_BY_BOOT
 +
|
 +
|-
 +
|79
 +
|FLAG_DONT_TIMESLICE_WHEELS
 +
|Prevents the vehicle wheels from producing the time slicing effect when they rotate at higher speed.
 +
|-
 +
|80
 +
|FLAG_FLEE_FROM_COMBAT
 +
|The AI driver of the vehicle will always drive away from the area if the player or AI is currently in combat in that area.
 +
|-
 +
|81
 +
|FLAG_DRIVER_SHOULD_BE_FEMALE
 +
|The vehicle will only spawn driven by female peds.
 +
|-
 +
|82
 +
|FLAG_DRIVER_SHOULD_BE_MALE
 +
|The vehicle will only spawn driven by male peds.
 +
|-
 +
|83
 +
|FLAG_COUNT_AS_FACEBOOK_DRIVEN
 +
|Used to track progress of the vehicles the player purchased from Legendary Motorsport and drove. Once all vehicles with that flag were driven the game would send a post to Facebook, if linked. The flag is unused on PS4, PC and XB1 version of the game due to the removal of Facebook integration.
 +
|-
 +
|84
 +
|FLAG_BIKE_CLAMP_PICKUP_LEAN_RATE
 +
|
 +
|-
 +
|85
 +
|FLAG_PLANE_WEAR_ALTERNATIVE_HELMET
 +
|
 +
|-
 +
|86
 +
|FLAG_USE_STRICTER_EXIT_COLLISION_TESTS
 +
|
 +
|-
 +
|87
 +
|FLAG_TWO_DOORS_ONE_SEAT
 +
|
 +
|-
 +
|88
 +
|FLAG_USE_LIGHTING_INTERIOR_OVERRIDE
 +
|Keeps interiorlight node active, even when vehicle engine is off/player is not inside.
 +
|-
 +
|89
 +
|FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT
 +
|Restricts how high the player can aim their weapon inside the vehicle.
 +
|-
 +
|90
 +
|FLAG_CAN_HONK_WHEN_FLEEING
 +
|The AI peds will use the horn when trying to flee the area.
 +
|-
 +
|91
 +
|FLAG_PEDS_INSIDE_CAN_BE_SET_ON_FIRE_MP
 +
|The player and AI peds can be set on fire while they're inside the vehicle. Works only in GTA Online. Added in b395 (X360/PS3).
 +
|-
 +
|92
 +
|FLAG_REPORT_CRIME_IF_STANDING_ON
 +
|The player will gain a wanted level if they stand on top of the vehicle. Added in b554 (X360/PS3).
 +
|-
 +
|93
 +
|FLAG_HELI_USES_FIXUPS_ON_OPEN_DOOR
 +
|Added in b580 (X360/PS3).
 +
|-
 +
|94
 +
|FLAG_FORCE_ENABLE_CHASSIS_COLLISION
 +
|
 +
|-
 +
|95
 +
|FLAG_CANNOT_BE_PICKUP_BY_CARGOBOB
 +
|Prevents the vehicle from being picked up by a Cargobob. Added in b760 (X360/PS3).
 +
|-
 +
|96
 +
|FLAG_CAN_HAVE_NEONS
 +
|The vehicle has a chance of spawning in traffic with neon lights equipped. Added in the PS4, PC, and XB1 release of the game.
 +
|-
 +
|97
 +
|FLAG_HAS_INTERIOR_EXTRAS
 +
|The vehicle can spawn with extras ten, 11, and 12 at random. Added in the PS4, PC, and XB1 release of the game.
 +
|-
 +
|98
 +
|FLAG_HAS_TURRET_SEAT_ON_VEHICLE
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|99
 +
|FLAG_ALLOW_OBJECT_LOW_LOD_COLLISION
 +
|Added in the PS4, PC, and XB1 release of the game.
 +
|-
 +
|100
 +
|FLAG_DISABLE_AUTO_VAULT_ON_VEHICLE
 +
|Prevents the player and AI peds from automatically climbing on top of the vehicle. Added in b760 (X360/PS3).
 +
|-
 +
|101
 +
|FLAG_USE_TURRET_RELATIVE_AIM_CALCULATION
 +
|Sets the relative heading delta on the turret's Z axis rotation to 0. Added in b760 (X360/PS3).
 +
|-
 +
|102
 +
|FLAG_USE_FULL_ANIMS_FOR_MP_WARP_ENTRY_POINTS
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|103
 +
|FLAG_HAS_DIRECTIONAL_SHUFFLES
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|104
 +
|FLAG_DISABLE_WEAPON_WHEEL_IN_FIRST_PERSON
 +
|Disables the weapon wheel in first person view. Added in the PS4, PC, and XB1 release of the game.
 +
|-
 +
|105
 +
|FLAG_USE_PILOT_HELMET
 +
|Forces the player and AI peds to put on a pilot helmet when inside the vehicle. Added in the PS4, PC, and XB1 release of the game.
 +
|-
 +
|106
 +
|FLAG_USE_WEAPON_WHEEL_WITHOUT_HELMET
 +
|Does nothing. Added in the PS4, PC, and XB1 release of the game.
 +
|-
 +
|107
 +
|FLAG_PREFER_ENTER_TURRET_AFTER_DRIVER
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|108
 +
|FLAG_USE_SMALLER_OPEN_DOOR_RATIO_TOLERANCE
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|109
 +
|FLAG_USE_HEADING_ONLY_IN_TURRET_MATRIX
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|110
 +
|FLAG_DONT_STOP_WHEN_GOING_TO_CLIMB_UP_POINT
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|111
 +
|FLAG_HAS_REAR_MOUNTED_TURRET
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|112
 +
|FLAG_DISABLE_BUSTING
 +
|The player will not get busted while inside the vehicle. Added in b760 (X360/PS3).
 +
|-
 +
|113
 +
|FLAG_IGNORE_RWINDOW_COLLISION
 +
|Added in b760 (X360/PS3).
 +
|-
 +
|114
 +
|FLAG_HAS_GULL_WING_DOORS
 +
|The vehicle's doors will open upwards, as gull wing doors would. Added in b372.
 +
|-
 +
|115
 +
|FLAG_CARGOBOB_HOOK_UP_CHASSIS
 +
|Added in b372.
 +
|-
 +
|116
 +
|FLAG_USE_FIVE_ANIM_THROW_FP
 +
|Added in the PS4, PC, and XB1 release of the game.
 +
|-
 +
|117
 +
|FLAG_ALLOW_HATS_NO_ROOF
 +
|Allows the player and AI peds to keep wearing their hats if the vehicle has no roof. Added in the PS4, PC, and XB1 release of the game.
 +
|-
 +
|118
 +
|FLAG_HAS_REAR_SEAT_ACTIVITIES
 +
|The vehicle has activities in the rear seat. Works only in GTA Online. Added in b372.
 +
|-
 +
|119
 +
|FLAG_HAS_LOWRIDER_HYDRAULICS
 +
|The vehicle is equipped with lowrider hydraulics. Added in b393.
 +
|-
 +
|120
 +
|FLAG_HAS_BULLET_RESISTANT_GLASS
 +
|The vehicle's glass becomes resistant to bullets. The collision ID for windows must be set to ID 122 (strong glass/windshield) for the flag to have an effect. Added in b573.
 +
|-
 +
|121
 +
|FLAG_HAS_INCREASED_RAMMING_FORCE
 +
|The vehicle is able to ram vehicles out the way more easily. Added in b573.
 +
|-
 +
|122
 +
|FLAG_HAS_CAPPED_EXPLOSION_DAMAGE
 +
|The vehicle takes less damage from explosions. Added in b573.
 +
|-
 +
|123
 +
|FLAG_HAS_LOWRIDER_DONK_HYDRAULICS
 +
|The vehicle is equipped with lowrider donk hydraulics. The difference is that the vehicle cannot "hop" and only shifts in the direction the hydraulics are used. Added in b678.
 +
|-
 +
|124
 +
|FLAG_HELICOPTER_WITH_LANDING_GEAR
 +
|The helicopter has a landing gear. Added in b757.
 +
|-
 +
|125
 +
|FLAG_JUMPING_CAR
 +
|The vehicle is able to jump. The jump force can be modified through [[handling.meta|handling files]]. Added in b944.
 +
|-
 +
|126
 +
|FLAG_HAS_ROCKET_BOOST
 +
|The vehicle can use a rocket boost. The power and duration can be modified through handling files. Added in b944.
 +
|-
 +
|127
 +
|FLAG_RAMMING_SCOOP
 +
|The vehicle has a scoop that can push vehicles out the way. Added in b944.
 +
|-
 +
|128
 +
|FLAG_HAS_PARACHUTE
 +
|The vehicle is equipped with a parachute that can be enabled while mid-air. Added in b944.
 +
|-
 +
|129
 +
|FLAG_RAMP
 +
|The vehicle is able to eject other vehicles while driving under them. Added in b944.
 +
|-
 +
|130
 +
|FLAG_HAS_EXTRA_SHUFFLE_SEAT_ON_VEHICLE
 +
|Added in b944.
 +
|-
 +
|131
 +
|FLAG_FRONT_BOOT
 +
|Allows the "boot" bone to fall off at high speeds when opened, similarly to how the "bonnet" bone does. Added in b944.
 +
|-
 +
|132
 +
|FLAG_HALF_TRACK
 +
|Does nothing. Added in b1011.
 +
|-
 +
|133
 +
|FLAG_RESET_TURRET_SEAT_HEADING
 +
|Added in b1011.
 +
|-
 +
|134
 +
|FLAG_TURRET_MODS_ON_ROOF
 +
|Added in b1103.
 +
|-
 +
|135
 +
|FLAG_UPDATE_WEAPON_BATTERY_BONES
 +
|Added in b1103.
 +
|-
 +
|136
 +
|FLAG_DONT_HOLD_LOW_GEARS_WHEN_ENGINE_UNDER_LOAD
 +
|Added in b1103.
 +
|-
 +
|137
 +
|FLAG_HAS_GLIDER
 +
|Added in b1103.
 +
|-
 +
|138
 +
|FLAG_INCREASE_LOW_SPEED_TORQUE
 +
|Added in b1103.
 +
|-
 +
|139
 +
|FLAG_USE_AIRCRAFT_STYLE_WEAPON_TARGETING
 +
|Added in b1103.
 +
|-
 +
|140
 +
|FLAG_KEEP_ALL_TURRETS_SYNCHRONISED
 +
|Added in b1103.
 +
|-
 +
|141
 +
|FLAG_SET_WANTED_FOR_ATTACHED_VEH
 +
|Added in b1103.
 +
|-
 +
|142
 +
|FLAG_TURRET_ENTRY_ATTACH_TO_DRIVER_SEAT
 +
|Added in b1180.
 +
|-
 +
|143
 +
|FLAG_USE_STANDARD_FLIGHT_HELMET
 +
|Added in b1180.
 +
|-
 +
|144
 +
|FLAG_SECOND_TURRET_MOD
 +
|Added in b1180.
 +
|-
 +
|145
 +
|FLAG_THIRD_TURRET_MOD
 +
|Added in b1180.
 +
|-
 +
|146
 +
|FLAG_HAS_EJECTOR_SEATS
 +
|Ejects the ped from the plane or helicopter if the ped bails mid-air. Added in b1180.
 +
|-
 +
|147
 +
|FLAG_TURRET_MODS_ON_CHASSIS
 +
|Added in b1180.
 +
|-
 +
|148
 +
|FLAG_HAS_JATO_BOOST_MOD
 +
|The aircraft has a JATO boost modification. The JATO boost is hardcoded to the VMT_EXHAUST category. Added in b1180.
 +
|-
 +
|149
 +
|FLAG_IGNORE_TRAPPED_HULL_CHECK
 +
|The game will not check if the player is trapped inside of the vehicle's geometry when attempting to navigate to the entry point. Added in b1180.
 +
|-
 +
|150
 +
|FLAG_HOLD_TO_SHUFFLE
 +
|The player will shuffle seats when holding the context button. Added in b1180.
 +
|-
 +
|151
 +
|FLAG_TURRET_MOD_WITH_NO_STOCK_TURRET
 +
|Added in b1180.
 +
|-
 +
|152
 +
|FLAG_EQUIP_UNARMED_ON_ENTER
 +
|The player will equip the "Unarmed" weapon when entering the vehicle. Added in b1180.
 +
|-
 +
|153
 +
|FLAG_DISABLE_CAMERA_PUSH_BEYOND
 +
|Added in b1180.
 +
|-
 +
|154
 +
|FLAG_HAS_VERTICAL_FLIGHT_MODE
 +
|The vehicle has vertical takeoff and flight ability. Unlike the standard VTOL ability, the vehicle cannot switch to flight mode while landed. Added in b1290.
 +
|-
 +
|155
 +
|FLAG_HAS_OUTRIGGER_LEGS
 +
|The vehicle has outrigger legs. The vehicle is unable to drive while the legs are extended. The sound effect of deploying and retracting outriggers is hardcoded to the CHERNOBOG sound data. Added in b1290.
 +
|-
 +
|156
 +
|FLAG_CAN_NAVIGATE_TO_ON_VEHICLE_ENTRY
 +
|Added in b1290.
 +
|-
 +
|157
 +
|FLAG_DROP_SUSPENSION_WHEN_STOPPED
 +
|The vehicle has air suspension. The suspension raises while driving and drops when the vehicle is stopped. The default suspension height in handling MUST be the same as when driving normally, as the flag only drops the suspension. Added in b1290.
 +
|-
 +
|158
 +
|FLAG_DONT_CRASH_ABANDONED_NEAR_GROUND
 +
|Added in b1290.
 +
|-
 +
|159
 +
|FLAG_USE_INTERIOR_RED_LIGHT
 +
|The vehicle's interior light will be colored red. Added in b1290.
 +
|-
 +
|160
 +
|FLAG_HAS_HELI_STRAFE_MODE
 +
|The aircraft is able to strafe like a helicopter. Added in b1290.
 +
|-
 +
|161
 +
|FLAG_HAS_VERTICAL_ROCKET_BOOST
 +
|The rocket or JATO boost will propel the vehicle directly upwards. Added in b1290.
 +
|-
 +
|162
 +
|FLAG_CREATE_WEAPON_MANAGER_ON_SPAWN
 +
|Added in b1290.
 +
|-
 +
|163
 +
|FLAG_USE_ROOT_AS_BASE_LOCKON_POS
 +
|Added in b1290.
 +
|-
 +
|164
 +
|FLAG_HEADLIGHTS_ON_TAP_ONLY
 +
|Added in b1290.
 +
|-
 +
|165
 +
|FLAG_CHECK_WARP_TASK_FLAG_DURING_ENTER
 +
|Added in b1290.
 +
|-
 +
|166
 +
|FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT_HIGH
 +
|Restricts how high the player can aim their weapon inside the vehicle. The limit is higher than the default flag. Added in b1290.
 +
|-
 +
|167
 +
|FLAG_INCREASE_CAMBER_WITH_SUSPENSION_MOD
 +
|Increases the vehicle camber when suspension mods are equipped. Added in b1365.
 +
|-
 +
|168
 +
|FLAG_NO_HEAVY_BRAKE_ANIMATION
 +
|The player and AI peds will not play a "lean forward" animation when breaking heavily. Added in b1365.
 +
|-
 +
|169
 +
|FLAG_HAS_TWO_BONNET_BONES
 +
|The vehicle will use the "bonnet" and "cargodoor" bones simultaneously when opening the hood. Added in b1493.
 +
|-
 +
|170
 +
|FLAG_DONT_LINK_BOOT2
 +
|Does nothing. Added in b1493.
 +
|-
 +
|171
 +
|FLAG_HAS_INCREASED_RAMMING_FORCE_WITH_CHASSIS_MOD
 +
|Chassis modification apply more ramming force to the vehicle. Added in b1493.
 +
|-
 +
|172
 +
|FLAG_HAS_INCREASED_RAMMING_FORCE_VS_ALL_VEHICLES
 +
|Added in b1604.
 +
|-
 +
|173
 +
|FLAG_HAS_EXTENDED_COLLISION_MODS
 +
|Added in b1604.
 +
|-
 +
|174
 +
|FLAG_HAS_NITROUS_MOD
 +
|The vehicle has modifications that enable nitro boost. The nitro mod boost is hardcoded to the VMT_ENGINEBAY2 category. The nitro boost can also be manually enabled and forced on the vehicle without needing this flag by scripts. Added in b1604.
 +
|-
 +
|175
 +
|FLAG_HAS_JUMP_MOD
 +
|The vehicle has a jump boost modification. The jump boost modification is hardcoded to the VMT_ENGINEBAY3 category. Added in b1604.
 +
|-
 +
|176
 +
|FLAG_HAS_RAMMING_SCOOP_MOD
 +
|The vehicle has a ramming scoop modification. The ramming scoop modification is hardcoded to the VMT_CHASSIS2 category and require a scoop_1mod, scoop_2mod, and scoop_3mod collision bones. Added in b1604.
 +
|-
 +
|177
 +
|FLAG_HAS_SUPER_BRAKES_MOD
 +
|The vehicle has a super brakes modification. Added in b1604.
 +
|-
 +
|178
 +
|FLAG_CRUSHES_OTHER_VEHICLES
 +
|The vehicle does more damage to any vehicle it drives on top of. Added in b1604.
 +
|-
 +
|179
 +
|FLAG_HAS_WEAPON_BLADE_MODS
 +
|The vehicle has sawblade modifications. The player and AI peds will be killed on contact with the sawblade collision. Added in b1604.
 +
|-
 +
|180
 +
|FLAG_HAS_WEAPON_SPIKE_MODS
 +
|The vehicle has spike modifications. The player and AI peds will be killed if they run into the spike collision. Added in b1604.
 +
|-
 +
|181
 +
|FLAG_FORCE_BONNET_CAMERA_INSTEAD_OF_POV
 +
|Added in b1604.
 +
|-
 +
|182
 +
|FLAG_RAMP_MOD
 +
|The vehicle has a ramp modification. The ramp modification is hardcoded to the VMT_CHASSIS2 category. Added in b1604.
 +
|-
 +
|183
 +
|FLAG_HAS_TOMBSTONE
 +
|The vehicle has a very heavy and solid 'tombstone' part that can be ejected to stop pursuing vehicles. Added in b1604.
 +
|-
 +
|184
 +
|FLAG_HAS_SIDE_SHUNT
 +
|The vehicle is able to shunt vehicles out the way. The side shunt is hardcoded to mod index 3 in the VMT_ENGINEBAY2 category. Added in b1604.
 +
|-
 +
|185
 +
|FLAG_HAS_FRONT_SPIKE_MOD
 +
|The vehicle has a front spike modification. Added in b1604.
 +
|-
 +
|186
 +
|FLAG_HAS_RAMMING_BAR_MOD
 +
|The vehicle has a ramming bar modification. The ramming bar mod is hardcoded to the VMT_CHASSIS2 category and require a ram_1mod, ram_2mod, and ram_3mod collision bones. Added in b1604.
 +
|-
 +
|187
 +
|FLAG_TURRET_MODS_ON_CHASSIS5
 +
|Enables turret mods on the VMT_CHASSIS5 category, which normally are hardcoded to the VMT_ROOF category. Added in b1604.
 +
|-
 +
|188
 +
|FLAG_HAS_SUPERCHARGER
 +
|Permanently enables the vacuum and blower/boost dials on the vehicle. <!-- editor note: supercharger bone actually works by default without needing the flag, it's only for the dials it looks like --> Added in b1604.
 +
|-
 +
|189
 +
|FLAG_IS_TANK_WITH_FLAME_DAMAGE
 +
|Similar to FLAG_IS_TANK, except the vehicle is not fireproof. Added in b1604.
 +
|-
 +
|190
 +
|FLAG_DISABLE_DEFORMATION
 +
|Disables visual deformation on the vehicle. Added in b1604.
 +
|-
 +
|191
 +
|FLAG_ALLOW_RAPPEL_AI_ONLY
 +
|Added in b1734.
 +
|-
 +
|192
 +
|FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT_MID_ONLY
 +
|Added in b1734.
 +
|-
 +
|193
 +
|FLAG_FORCE_AUTO_VAULT_ON_VEHICLE_WHEN_STUCK
 +
|Added in b1734.
 +
|-
 +
|194
 +
|FLAG_SPOILER_MOD_DOESNT_INCREASE_GRIP
 +
|The vehicle's spoiler mods do not add traction. Added in b1868.
 +
|-
 +
|195
 +
|FLAG_NO_REVERSING_ANIMATION
 +
|The player and AI peds do not play an "look back" animation when reversing the vehicle. Added in b1868.
 +
|-
 +
|196
 +
|FLAG_IS_QUADBIKE_USING_BIKE_ANIMATIONS
 +
|Allows the quadbike vehicle type to use bike layouts and animations. Added in b1868.
 +
|-
 +
|197
 +
|FLAG_IS_FORMULA_VEHICLE
 +
|Changes the tire mark texture from standard tires to slick tires. Added in b2060.
 +
|-
 +
|198
 +
|FLAG_LATCH_ALL_JOINTS
 +
|Added in b2189.
 +
|-
 +
|199
 +
|FLAG_REJECT_ENTRY_TO_VEHICLE_WHEN_STOOD_ON
 +
|If the player is standing on top of the vehicle, the player character will not attempt to pathfind to the nearest vehicle door to enter and will not warp inside the vehicle. Added in b2189.
 +
|-
 +
|200
 +
|FLAG_CHECK_IF_DRIVER_SEAT_IS_CLOSER_THAN_TURRETS_WITH_ON_BOARD_ENTER
 +
|Checks whether the player character is closer to the driver's seat than the turret seat before deciding on which one to pathfind to. Added in b2189.
 +
|-
 +
|201
 +
|FLAG_RENDER_WHEELS_WITH_ZERO_COMPRESSION
 +
|Prevents the wheels and suspension from visually moving. Added in b2189.
 +
|-
 +
|202
 +
|FLAG_USE_LENGTH_OF_VEHICLE_BOUNDS_FOR_PLAYER_LOCKON_POS
 +
|Added in b2189.
 +
|-
 +
|203
 +
|FLAG_PREFER_FRONT_SEAT
 +
|Added in b2372.
 +
|}
  
 
==type==
 
==type==
Vehicle type.
+
Vehicle type. Affect the vehicle's behavior. Names are case-sensitive.
*VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILE
+
 
*VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE
+
{| class="wikitable"
*VEHICLE_TYPE_BICYCLE
+
! colspan="3"|<code>enum VehicleType</code>
*VEHICLE_TYPE_BIKE
+
|-
*VEHICLE_TYPE_BLIMP
+
! Enum
*VEHICLE_TYPE_BOAT
+
! Name
*VEHICLE_TYPE_CAR
+
! Description
*VEHICLE_TYPE_HELI
+
|-
*VEHICLE_TYPE_PLANE
+
| -1
*VEHICLE_TYPE_SUBMARINE
+
|VEHICLE_TYPE_NONE
*VEHICLE_TYPE_SUBMARINECAR
+
|Default/Invalid type.
*VEHICLE_TYPE_TRAILER
+
|-
*VEHICLE_TYPE_TRAIN
+
|0
*VEHICLE_TYPE_QUADBIKE
+
|VEHICLE_TYPE_CAR
 +
|Cars. Used for all non-special land vehicles.
 +
|-
 +
|1
 +
|VEHICLE_TYPE_PLANE
 +
|Planes.
 +
|-
 +
|2
 +
|VEHICLE_TYPE_TRAILER
 +
|Trailers. Allows vehicle to be towed by semi trucks.
 +
|-
 +
|3
 +
|VEHICLE_TYPE_QUADBIKE
 +
|Quadbikes. Essentially a bike with support for more than two wheels.
 +
|-
 +
|4
 +
|VEHICLE_TYPE_DRAFT
 +
|Horse carriages. Unused.
 +
|-
 +
|5
 +
|VEHICLE_TYPE_SUBMARINECAR
 +
|Submarine cars. Uses convertible roof functions to convert into submarine mode & back. Added in b467 (Xbox360/PS3 Update 1.11).
 +
|-
 +
|6
 +
|VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILE
 +
|Amphibious automobiles. Essentially the Car vehicle type, but with the ability to traverse water as well. Added in b944.
 +
|-
 +
|7
 +
|VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE
 +
|Amphibious quadbikes. Similar to the above - a quadbike that can drive on water in addition to land. Added in b944.
 +
|-
 +
|8
 +
|VEHICLE_TYPE_HELI
 +
|Helicopters.
 +
|-
 +
|9
 +
|VEHICLE_TYPE_BLIMP
 +
|Blimps. Essentially a helicopter that can propel forwards.
 +
|-
 +
|10
 +
|VEHICLE_TYPE_AUTOGYRO
 +
|Autogyro. [https://www.youtube.com/watch?v=sXEt1Y1If7k Appears to be glitchy]. Unused.
 +
|-
 +
|11
 +
|VEHICLE_TYPE_BIKE
 +
|Motorcycles.
 +
|-
 +
|12
 +
|VEHICLE_TYPE_BICYCLE
 +
|Bicycles. Similar to motorcycles but with a different control set and ability to bunny hop/lean.
 +
|-
 +
|13
 +
|VEHICLE_TYPE_BOAT
 +
|Boats. A lot of vehicle features such as doors and weapons are disabled.
 +
|-
 +
|14
 +
|VEHICLE_TYPE_TRAIN
 +
|Trains. Hardcoded to prevent the player from pathfinding to enter the vehicle.
 +
|-
 +
|15
 +
|VEHICLE_TYPE_SUBMARINE
 +
|Submarines. Allows controls for sumberging/surfacing.
 +
|}
  
 
==plateType==
 
==plateType==
If/where a vehicle has license plates.
+
Used by the carmod scripts to determine which side of the car the camera will face while viewing the plates category. Names are case-sensitive.
*VPT_BACK_PLATES
+
 
*VPT_FRONT_PLATES
+
{| class="wikitable"
*VPT_FRONT_AND_BACK_PLATES
+
! colspan="3"|<code>enum eVehiclePlateType</code>
*VPT_NONE
+
|-
 +
! Enum
 +
! Name
 +
! Description
 +
|-
 +
|0
 +
|VPT_FRONT_AND_BACK_PLATES
 +
|Faces the back of the vehicle.
 +
|-
 +
|1
 +
|VPT_FRONT_PLATES
 +
|Faces the front of the vehicle.
 +
|-
 +
|2
 +
|VPT_BACK_PLATES
 +
|Faces the back of the vehicle.
 +
|-
 +
|3
 +
|VPT_NONE
 +
|Disables the category in Los Santos Customs.
 +
|}
  
 
==dashboardType==
 
==dashboardType==
The layout of the vehicle's dashboard gauges/lights.
+
The layout of the vehicle's dashboard gauges/lights. Names are case-sensitive. Unless otherwise specified, all dial types will only work when included within the "dashboard" scaleform movie.
 
 
'''Land Vehicles'''
 
*VDT_BANSHEE
 
*VDT_BOBCAT
 
*VDT_CAVALCADE
 
*VDT_DUKES
 
*VDT_FELTZER
 
*VDT_FEROCI
 
*VDT_FUTO
 
*VDT_GENTAXI
 
*VDT_PEYOTE
 
*VDT_RACE
 
*VDT_SPEEDO
 
*VDT_SPORTBK
 
*VDT_SULTAN
 
*VDT_SUPERGT
 
*VDT_TAILGATER
 
*VDT_TRUCK
 
*VDT_TRUCKDIGI
 
*VDT_ZTYPE
 
  
'''Air Vehicles'''
+
{| class="wikitable"
*VDT_LAZER
+
! colspan="4"|<code>enum eVehicleDashboardType</code>
*VDT_MAVERICK
+
|-
 +
! Enum
 +
! Name
 +
! Image
 +
! Description
 +
|-
 +
|0
 +
|VDT_BANSHEE
 +
|[[File:GTAV-Dials-Banshee.png|256px]]
 +
|Typically used in sports cars.
 +
|-
 +
|1
 +
|VDT_BOBCAT
 +
|[[File:GTAV-Dials-Bobcat.png|256px]]
 +
|Typically used in classic SUV's and pick-up trucks.
 +
|-
 +
|2
 +
|VDT_CAVALCADE
 +
|[[File:GTAV-Dials-Cavalcade.png|256px]]
 +
|Typically used on SUV's.
 +
|-
 +
|3
 +
|VDT_COMET
 +
|n/a
 +
|Unused.
 +
|-
 +
|4
 +
|VDT_DUKES
 +
|[[File:GTAV-Dials-Dukes.png|256px]]
 +
|Typically used on muscle car interiors. Sometimes VDT_RACE is used in its place for extra dials.
 +
|-
 +
|5
 +
|VDT_FACTION
 +
|n/a
 +
|Unused.
 +
|-
 +
|6
 +
|VDT_FELTZER
 +
|[[File:GTAV-Dials-Feltzer.png|256px]]
 +
|Typically used on vehicles with Feltzer-style interiors.
 +
|-
 +
|7
 +
|VDT_FEROCI
 +
|[[File:GTAV-Dials-Feroci.png|256px]]
 +
|Typically used on vehicles with Feroci-styled interiors.
 +
|-
 +
|8
 +
|VDT_FUTO
 +
|[[File:GTAV-Dials-Futo.png|256px]]
 +
|Unique to the Futo & vehicles with Futo-style interiors.
 +
|-
 +
|9
 +
|VDT_GENTAXI
 +
|[[File:GTAV-Dials-Gentaxi.png|256px]]
 +
|Typically used on vehicles with generic Taxi interiors.
 +
|-
 +
|10
 +
|VDT_MAVERICK
 +
|[[File:GTAV-Dials-Maverick.png|256px]]
 +
|Used on all helicopters. Can only work when included in "aircraft_dials" scaleform movie.
 +
|-
 +
|11
 +
|VDT_PEYOTE
 +
|[[File:GTAV-Dials-Peyote.png|256px]]
 +
|Classic 1950's style dials.
 +
|-
 +
|12
 +
|VDT_RUINER
 +
|n/a
 +
|Unused.
 +
|-
 +
|13
 +
|VDT_SPEEDO
 +
|[[File:GTAV-Dials-Speedo.png|256px]]
 +
|Modern van dials.
 +
|-
 +
|14
 +
|VDT_SULTAN
 +
|[[File:GTAV-Dials-Sultan.png|256px]]
 +
|Typically used in sedans.
 +
|-
 +
|15
 +
|VDT_SUPERGT
 +
|[[File:GTAV-Dials-SuperGT.png|256px]]
 +
|Typically used on modern sports cars.
 +
|-
 +
|16
 +
|VDT_TAILGATER
 +
|[[File:GTAV-Dials-Tailgater.png|256px]]
 +
|Typically used in modern sedans.
 +
|-
 +
|17
 +
|VDT_TRUCK
 +
|[[File:GTAV-Dials-Truck.png|256px]]
 +
|Standard truck dials.
 +
|-
 +
|18
 +
|VDT_TRUCKDIGI
 +
|[[File:GTAV-Dials-TruckDigi.png|256px]]
 +
|Digital truck dials.
 +
|-
 +
|19
 +
|VDT_INFERNUS
 +
|n/a
 +
|Unused.
 +
|-
 +
|20
 +
|VDT_ZTYPE
 +
|[[File:GTAV-Dials-ZType.png|256px]]
 +
|Typically used in classic cars with Z-Type-styled interiors.
 +
|-
 +
|21
 +
|VDT_LAZER
 +
|[[File:GTAV-Dials-Lazer.png|256px]]
 +
|Used on nearly all airplanes. Can only work when included in "dials_lazer" scaleform movie.
 +
|-
 +
|22
 +
|VDT_SPORTBK
 +
|[[File:GTAV-Dials-Sportbk.png|256px]]
 +
|Used on nearly all motorcycles.
 +
|-
 +
|23
 +
|VDT_RACE
 +
|[[File:GTAV-Dials-Race.png|256px]]
 +
|A combination of Dukes dials with digital race car dials. Added in b791.
 +
|-
 +
|24
 +
|VDT_LAZER_VINTAGE
 +
|[[File:GTAV-Dials-LazerVintage.png|256px]]
 +
|A classic/worn version of the Lazer dials. Added in b1180. Can only work when included in "dials_lazer_vintage" scaleform movie.
 +
|-
 +
|25
 +
|VDT_PBUS2
 +
|n/a
 +
|Unused. Added in b1493. Can only work when included in "party_dashboard" scaleform movie, however there is no code to process this dial type so it will never work regardless.
 +
|}
  
 
==vehicleClass==
 
==vehicleClass==
The class of the vehicle. Used for display text and race categories.
+
The class of the vehicle. Used for display text and race categories. Names are case-sensitive.
  
'''Land Vehicles'''
+
{| class="wikitable"
*VC_COMMERCIAL
+
! colspan="3"|<code>enum eVehicleClass</code>
*VC_COMPACT
+
|-
*VC_COUPE
+
! Enum
*VC_CYCLE
+
! Name
*VC_EMERGENCY
+
! Description
*VC_INDUSTRIAL
+
|-
*VC_MILITARY
+
|0
*VC_MOTORCYCLE
+
|VC_COMPACT
*VC_MUSCLE
+
|Compacts. Default class when the class is invalid or undefined.
*VC_OFF_ROAD
+
|-
*VC_OPEN_WHEEL
+
|1
*VC_RAIL
+
|VC_SEDAN
*VC_SEDAN
+
|Sedans.
*VC_SERVICE
+
|-
*VC_SPORT
+
|2
*VC_SPORT_CLASSIC
+
|VC_SUV
*VC_SUPER
+
|SUVs.
*VC_SUV
+
|-
*VC_UTILITY
+
|3
*VC_VAN
+
|VC_COUPE
 +
|Coupes.
 +
|-
 +
|4
 +
|VC_MUSCLE
 +
|Muscle. Hardcoded<sup>(since b1604)</sup> to enable the handbrake wheelie [[handling.meta#strAdvancedFlags|Advanced Flag]] on vehicles in this class.
 +
|-
 +
|5
 +
|VC_SPORT_CLASSIC
 +
|Sports Classics.
 +
|-
 +
|6
 +
|VC_SPORT
 +
|Sports.
 +
|-
 +
|7
 +
|VC_SUPER
 +
|Super.
 +
|-
 +
|8
 +
|VC_MOTORCYCLE
 +
|Motorcycles.
 +
|-
 +
|9
 +
|VC_OFF_ROAD
 +
|Off-Road.
 +
|-
 +
|10
 +
|VC_INDUSTRIAL
 +
|Industrial.
 +
|-
 +
|11
 +
|VC_UTILITY
 +
|Utility. Also includes trailers.
 +
|-
 +
|12
 +
|VC_VAN
 +
|Vans.
 +
|-
 +
|13
 +
|VC_CYCLE
 +
|Cycles.
 +
|-
 +
|14
 +
|VC_BOAT
 +
|Boats.
 +
|-
 +
|15
 +
|VC_HELICOPTER
 +
|Helicopters.
 +
|-
 +
|16
 +
|VC_PLANE
 +
|Planes.
 +
|-
 +
|17
 +
|VC_SERVICE
 +
|Service.
 +
|-
 +
|18
 +
|VC_EMERGENCY
 +
|Emergency.
 +
|-
 +
|19
 +
|VC_MILITARY
 +
|Military.
 +
|-
 +
|20
 +
|VC_COMMERCIAL
 +
|Commercial.
 +
|-
 +
|21
 +
|VC_RAIL
 +
|Trains.
 +
|-
 +
|22
 +
|VC_OPEN_WHEEL
 +
|Open Wheel. Added in b1868.
 +
|}
  
'''Air Vehicles'''
+
==wheelType==
*VC_HELICOPTER
+
Sets the default wheel type for the vehicle. Names are case-sensitive.
*VC_PLANE
 
 
 
'''Water Vehicles'''
 
*VC_BOAT
 
  
==wheelType==
+
{| class="wikitable"
The class of wheel it uses by default.
+
! colspan="3"|<code>enum eVehicleWheelType</code>
*VWT_BIKE
+
|-
*VWT_HIEND
+
! Enum
*VWT_LOWRIDER
+
! Name
*VWT_MUSCLE
+
! Description
*VWT_OFFROAD
+
|-
*VWT_SPORT
+
|0
*VWT_SUPERMOD1
+
|VWT_SPORT
*VWT_SUPERMOD2
+
|Sport wheels. Default for Sport(+classic), Sedan, and Coupe class vehicles.
*VWT_SUPERMOD3
+
|-
*VWT_SUV
+
|1
*VWT_TUNER
+
|VWT_MUSCLE
 +
|Muscle wheels. Default for Muscle class vehicles
 +
|-
 +
|2
 +
|VWT_LOWRIDER
 +
|Lowrider wheels. Used commonly by low, classic cars.
 +
|-
 +
|3
 +
|VWT_SUV
 +
|SUV wheels. Default for SUV class vehicles
 +
|-
 +
|4
 +
|VWT_OFFROAD
 +
|Off-Road wheels. Default for Off-Road class vehicles.
 +
|-
 +
|5
 +
|VWT_TUNER
 +
|Tuner wheels. Used on cars commonly considered tuners.
 +
|-
 +
|6
 +
|VWT_BIKE
 +
|Motorcycle-class wheels. Default for Motorcycle class vehicles. Only can be applied to Motorcycles.
 +
|-
 +
|7
 +
|VWT_HIEND
 +
|High-End wheels. Often used by vehicles in the Super class.
 +
|-
 +
|8
 +
|VWT_SUPERMOD1
 +
|Benny's Originals. Added in b463. Unused until b505.
 +
|-
 +
|9
 +
|VWT_SUPERMOD2
 +
|Benny's Bespoke. Added in b463. Unused until b678.
 +
|-
 +
|10
 +
|VWT_SUPERMOD3
 +
|Racing Wheels. Added in b463. Unused until b1868.
 +
|-
 +
|11
 +
|VWT_SUPERMOD4
 +
|Street Wheels. Added in b463. Unused until b2060.
 +
|-
 +
|12
 +
|VWT_SUPERMOD5
 +
|Track Wheels. Added in b463. Unused until b2372.
 +
|}
  
 
==trailers==
 
==trailers==
What trailers it can spawn towing. Use the trailer's model name.
+
Trailers the vehicle can tow and spawn towed in cargen. Use the trailer's model name.
  
 
==additionalTrailers==
 
==additionalTrailers==
 +
Trailers the vehicle can tow but never spawn towed in cargen. Use the trailer's model name.
 +
 
==drivers==
 
==drivers==
Specific peds that will spawn driving the vehicle. Use the ped's model name.
+
Specific peds that will always spawn driving the vehicle.
 +
===driverName===
 +
Model name of the ped.
 +
===npcName===
 +
User-given name for the ped. Likely for debug purposes.
  
 
==extraIncludes==
 
==extraIncludes==
 +
Names are case-sensitive.
 +
{| class="wikitable"
 +
! colspan="3"|<code>enum eExtraIncludes</code>
 +
|-
 +
! Enum
 +
! Name
 +
|-
 +
|1
 +
|EXTRA_1
 +
|-
 +
|2
 +
|EXTRA_2
 +
|-
 +
|3
 +
|EXTRA_3
 +
|-
 +
|4
 +
|EXTRA_4
 +
|-
 +
|5
 +
|EXTRA_5
 +
|-
 +
|6
 +
|EXTRA_6
 +
|-
 +
|7
 +
|EXTRA_7
 +
|-
 +
|8
 +
|EXTRA_8
 +
|-
 +
|9
 +
|EXTRA_9
 +
|-
 +
|10
 +
|EXTRA_10
 +
|-
 +
|11
 +
|EXTRA_11
 +
|-
 +
|12
 +
|EXTRA_12
 +
|-
 +
|13
 +
|EXTRA_13
 +
|}
 
==doorsWithCollisionWhenClosed==
 
==doorsWithCollisionWhenClosed==
 
Which parts of the vehicle must remain collidable when closed. Typically used on large parts or parts which stick out such the tailgate on a pickup truck of the large hood of a semi truck. If left undefined the part itself will not be collidable when closed, and will instead fall back onto the collision of the main vehicle body.
 
Which parts of the vehicle must remain collidable when closed. Typically used on large parts or parts which stick out such the tailgate on a pickup truck of the large hood of a semi truck. If left undefined the part itself will not be collidable when closed, and will instead fall back onto the collision of the main vehicle body.
  
 
==driveableDoors==
 
==driveableDoors==
 +
 +
==doorStiffnessMultipliers==
 +
Controls the door stiffness.
 +
===doorId===
 +
Target door index.
 +
===stiffnessMult===
 +
The multiplier.
 +
 
==bumpersNeedToCollideWithMap==
 
==bumpersNeedToCollideWithMap==
 +
Forces the vehicle bumpers (and sideskirts) to collide with the map if there is contact. May cause a vehicle to be blocked by spike strips or curbs entirely.
 +
 +
Unless the model flag MF_DONT_FORCE_GRND_CLEARANCE is set in the handling.meta, the game may override bumper collision in order to maintain ground clearance.
 +
 
==needsRopeTexture==
 
==needsRopeTexture==
 +
If set to true the vehicle will be able to generate a rope 'model' and texture. Used for Cargobobs and Towtrucks.
 +
 
==requiredExtras==
 
==requiredExtras==
Determines which extras on the vehicle must always spawn. Used with the flag FLAG_EXTRAS_REQUIRE.
+
Determines which extras on the vehicle must always spawn. Used with the flag <code>FLAG_EXTRAS_REQUIRE</code>. Names are case-sensitive.
 +
{| class="wikitable"
 +
! colspan="3"|<code>enum eExtraIncludes</code>
 +
|-
 +
! Enum
 +
! Name
 +
|-
 +
|1
 +
|EXTRA_1
 +
|-
 +
|2
 +
|EXTRA_2
 +
|-
 +
|3
 +
|EXTRA_3
 +
|-
 +
|4
 +
|EXTRA_4
 +
|-
 +
|5
 +
|EXTRA_5
 +
|-
 +
|6
 +
|EXTRA_6
 +
|-
 +
|7
 +
|EXTRA_7
 +
|-
 +
|8
 +
|EXTRA_8
 +
|-
 +
|9
 +
|EXTRA_9
 +
|-
 +
|10
 +
|EXTRA_10
 +
|-
 +
|11
 +
|EXTRA_11
 +
|-
 +
|12
 +
|EXTRA_12
 +
|-
 +
|13
 +
|EXTRA_13
 +
|}
 +
 
 +
==vfxExtraInfos==
 +
Applies visual effects to specific extras. Used for snow particles on North Yankton vehicles and litter particles on the Biff.
 +
===ptFxExtras===
 +
The extra to which the effect is attached to. Names are case-sensitive.
 +
{| class="wikitable"
 +
! colspan="3"|<code>enum eExtraIncludes</code>
 +
|-
 +
! Enum
 +
! Name
 +
|-
 +
|1
 +
|EXTRA_1
 +
|-
 +
|2
 +
|EXTRA_2
 +
|-
 +
|3
 +
|EXTRA_3
 +
|-
 +
|4
 +
|EXTRA_4
 +
|-
 +
|5
 +
|EXTRA_5
 +
|-
 +
|6
 +
|EXTRA_6
 +
|-
 +
|7
 +
|EXTRA_7
 +
|-
 +
|8
 +
|EXTRA_8
 +
|-
 +
|9
 +
|EXTRA_9
 +
|-
 +
|10
 +
|EXTRA_10
 +
|-
 +
|11
 +
|EXTRA_11
 +
|-
 +
|12
 +
|EXTRA_12
 +
|-
 +
|13
 +
|EXTRA_13
 +
|}
 +
===ptFxName===
 +
Name of the effect. Usable effects: <code>veh_roof_snow</code>, <code>veh_wind_litter_dir</code>
 +
===ptFxOffset===
 +
Position offset of the effect.
 +
===ptFxRange===
 +
Range of the effect.
 +
===ptFxSpeedEvoMin===
 +
Minimum speed of the effect as the vehicle is moving.
 +
===ptFxSpeedEvoMax===
 +
Maximum speed of the effect as the vehicle is moving.
  
 
==rewards==
 
==rewards==
Line 430: Line 1,888:
 
==buoyancySphereOffset==
 
==buoyancySphereOffset==
 
==buoyancySphereSizeScale==
 
==buoyancySphereSizeScale==
 +
 +
==additionalVfxWaterSamples==
 +
Adds extra vfx water samples to specific components.
 +
===position===
 +
The position offset.
 +
===size===
 +
Size of the effects.
 +
===component===
 +
Index of the bone in the vehicle's skeletal hierarchy that the effect is attached to.
 +
 
==pOverrideRagdollThreshold==
 
==pOverrideRagdollThreshold==
 
Bulldozer and Rhino set this to "CVehicleModelInfo__CVehicleOverrideRagdollThreshold".
 
Bulldozer and Rhino set this to "CVehicleModelInfo__CVehicleOverrideRagdollThreshold".
 +
===MinComponent===
 +
===MaxComponent===
 +
===ThresholdMult===
 +
 +
==maxSteeringWheelAngle==
 +
Sets the maximum angle the steering wheel can turn.
 +
 +
==maxSteeringWheelAnimAngle==
 +
 
==firstPersonDrivebyData==
 
==firstPersonDrivebyData==
 +
Controls the aiming boundaries for drive-bys in first person view, per seat. Defined in vehiclelayouts.meta
 +
 +
==lockOnPositionOffset==
 +
Offsets the lock-on target of the vehicle. By default it's set to the 0,0,0 point of the vehicle.
 +
 +
==LowriderArmWindowHeight==
 +
Controls how high the vehicle door is for arm lean animations.
 +
 +
==LowriderLeanAccelModifier==
 +
 +
==numSeatsOverride==
 +
 +
 +
 +
=txdRelationships=
 +
Controls shared texture linkage. Commonly used to link interior texture dictionaries to vehicles
 +
 +
==parent==
 +
The parent texture dictionary.
 +
 +
==child==
 +
The child texture dictionary. The child and its subsequent children cannot be linked to its parent. Linking must be done strictly parent to child.
 +
 +
{| class="wikitable"
 +
! colspan="3"|txdRelationships linking example
 +
|-
 +
! Links
 +
! Description
 +
|-
 +
|parent<sup>dict1</sup> -> child<sup>dict2</sup >-> <br>parent<sup>dict2</sup> -> child<sup>dict3</sup><br> -> parent<sup>dict2</sup> -> child<sup>dict4</sup><br> -> parent<sup>dict2</sup> -> child<sup>vehicle1</sup>
 +
|Correct.
 +
|-
 +
|parent<sup>dict1</sup> -> child<sup>dict2</sup> -> <br>parent<sup>dict2</sup> -> child<sup>dict1</sup>
 +
|Incorrect. Will cause the game to crash.
 +
|}
 +
 +
  
 +
----
 
{{GTA5-navi}}
 
{{GTA5-navi}}

Latest revision as of 02:44, 17 August 2024

Contents

The vehicles.meta file in GTA V is an XML-format file which, as with previous versions of the game, defines vehicles and some of their properties. This file is found in ..\common\data\levels\gta5 and can be edited with any text editor.

residentTxd

The default shared texture dictionary for all vehicles in the file. Always set to vehshare


residentAnims

The default shared clip dictionary for all vehicles in the file. Always unused.


InitDatas

The main vehicle data.

modelName

Name of the model file without extension.

txdName

Name of the texture dictionary without extension.

handlingId

The name used in handling.meta. Any text string no more than 14 characters. By default, the handlingId consists of uppercase letters and numbers

gameName

Name corresponding to its GXT2 entry. Any text string no more than 11 characters. By default, the gameName consists of uppercase letters and numbers.

vehicleMakeName

The GTX2 label of the vehicle maker's name, will display on various vehicle-related UI elements such as the vehicle-area-street HUD. All text labels must be no more than 8 characters.


Currently-used manufacturer names
Label Displayed string
ALBANY Albany
ANNIS Annis
BENEFAC Benefactor
BF BF
BOLLOKAN Bollokan
BRAVADO Bravado
BRUTE Brute
BUCKING Buckingham
CANIS Canis
CHARIOT Chariot
CHEVAL Cheval
COIL Coil
DECLASSE Declasse
DEWBAUCH Dewbauchee
DINKA Dinka
DUNDREAR Dundreary
EMPEROR Emperor
ENUS Enus
FATHOM Fathom
GALLIVAN Gallivanter
GROTTI Grotti
HIJAK Hijak
HVY HVY
IMPONTE Imponte
INVERTO Invetero
JACKSHP Jacksheepe
JOBUILT Jobuilt
KARIN Karin
KRAKEN Kraken
LAMPADA Lampadati
LCC LCC
MAIBATSU Maibatsu
MAMMOTH Mammoth
MAXWELL Maxwell
MTL MTL
NAGASAKI Nagasaki
OBEY Obey
OCELOT Ocelot
OVERFLOD Overflod
PEGASSI Pegassi
PFISTER Pfister
PRINCIPL Principe
PROGEN Progen
RUNE Rune
SCHYSTER Schyster
SHITZU Shitzu
SPEEDOPH Speedophile
STANLEY Stanley
TRUFFADE Truffade
UBERMACH Ubermacht
VAPID Vapid
VULCAR Vulcar
VYSSER Vysser
WEENY Weeny
WESTERN Western
WILLARD Willard
ZIRCONIU Zirconium

expressionDictName

Expression dictionary (.yed) name. Stores expression clips are used to help animate certain bones with dependence on other bones. Available dictionary: vehicle

expressionName

Expression clip name. Available names: rhino, bodhi2

animConvRoofDictName

Clip dictionary (.ycd) name. Stores animation clips used to animate the vehicle's convertible roof, and other vehicle features such as the submarine car conversion. Available dictionaries: va_carbonizzare, va_cogcabrio, va_cuban800, va_felon2, va_issi2, va_ninef2, va_rapidgt2, va_rt3000, va_sentinel2, va_stromberg, va_surano, va_toreador, va_tornado2, va_utillitruck, va_windsor2, va_zion2

animConvRoofName

Animation clip name. This is the animation that plays upon activating the roof/conversion. It is not advised to use animations from one vehicle on a different vehicle, as the animations are made to fit the vehicle it belongs to.

Usable names
Dictionary Clip Name
va_carbonizzare roof
va_cogcabrio roof
va_comet7 roof
va_cuban800 drophatch
va_felon2 roof
va_issi2 roof
va_ninef2 roof
va_rapidgt2 roof
va_rt3000 roof
va_sentinel2 roof
va_stromberg roof
va_surano roof
va_toreador roof
va_tornado2 roof
va_utillitruck crane
va_windsor2 roof
va_zion2 roof

animConvRoofWindowsAffected

Disables window collisions when the roof is down. Available names: VEH_EXT_WINDOW_LF, VEH_EXT_WINDOW_RF, VEH_EXT_WINDOW_LR, VEH_EXT_WINDOW_RR, VEH_EXT_WINDSCREEN_R

ptfxAssetName

The name of a .ypt ptfx asset file used by the vehicle. Usually formatted veh_carname

audioNameHash

The model name of the vehicle whose sounds are inherited by the vehicle.

layout

The layout defined in vehiclelayouts.meta used by the vehicle, affects the way peds enter, exit, and sit inside the vehicle.

coverBoundOffsets

Sets cover boundary extents for the vehicle. Defined in vehiclelayouts.meta

POVTuningInfo

explosionInfo

Controls the vehicle's explosion type, appearance, and damage. Defined in vehiclelayouts.meta

scenarioLayout

Used to spawn scenario peds and objects inside the vehicle.

cameraName

The camera is to be used by the vehicle. Note that vehicle collisions may affect the height and distance of the camera, irrespective of the setting used.

aimCameraName

The camera is to be used when the player is aiming for a drive-by.

bonnetCameraName

The camera is used for the bonnet view if the player has it enabled in the settings.

povCameraName

The camera is used for first-person view.

First Person IK Offsets

Inverse kinematics offsets when in first-person view.

  • FirstPersonDriveByIKOffset
  • FirstPersonDriveByUnarmedIKOffset
  • FirstPersonProjectileDriveByIKOffset
  • FirstPersonProjectileDriveByPassengerIKOffset
  • FirstPersonProjectileDriveByRearLeftIKOffset
  • FirstPersonProjectileDriveByRearRightIKOffset
  • FirstPersonDriveByLeftPassengerIKOffset
  • FirstPersonDriveByRightPassengerIKOffset
  • FirstPersonDriveByRightRearPassengerIKOffset
  • FirstPersonDriveByLeftPassengerUnarmedIKOffset
  • FirstPersonDriveByRightPassengerUnarmedIKOffset
  • FirstPersonMobilePhoneOffset
  • FirstPersonPassengerMobilePhoneOffset

PovCameraOffset

The X, Y, and Z offsets are used to align the first-person camera to the driver of the vehicle.

PovCameraVerticalAdjustmentForRollCage

The extra offset is to be used for PovCameraOffset when a roll cage is installed in the vehicle.

PovPassengerCameraOffset

The X, Y, and Z offsets are used to align the first-person camera to the front passenger(s) of the vehicle.

PovRearPassengerCameraOffset

The X, Y, and Z offsets used to align the first-person camera to the rear passenger(s) of the vehicle.

vfxInfoName

The vfx preset used by the vehicle, controls the type of effects used for the vehicle such as exhaust fumes.

shouldUseCinematicViewMode

shouldCameraTransitionOnClimbUpDown

shouldCameraIgnoreExiting

AllowPretendOccupants

AllowJoyriding

Disallows AI drivers of this vehicle to drive recklessly. Used for professional vehicles such as Ambulance, Bus, Boxville, etc.

AllowSundayDriving

AllowBodyColorMapping

wheelScale

Defines how big the vehicle's front wheels rim are to get correctly looking "blow up tires" effect.

wheelScaleRear

Defines how big the vehicle's rear wheels rim are to get correctly looking "blow up tires" effect.

dirtLevelMin

The minimum allowed dirtiness of the vehicle.

dirtLevelMax

The maximum allowed dirtiness of the vehicle.

envEffScaleMin

Sets the minimum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo.

envEffScaleMax

Sets the maximum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo.

envEffScaleMin2

Sets the minimum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo. The value is typically the same as the one above.

envEffScaleMax2

Sets the maximum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo. The value is typically the same as the one above.

damageMapScale

Controls the precision of damage/deformation mapping on the vehicle model. Higher values = more precise deformation.

damageOffsetScale

Controls how profound the vehicle model's deformation can be.

diffuseTint

Changes the default window tint color, no matter what color the window texture have. It does not appear on vehicle_glass_inner shader. Use https://www.webfx.com/web-design/color-picker/ to get the color in HEX. The first 2 digits after 0x control the opacity, the rest is the RGB color value.

steerWheelMult

How sharp the wheels can turn visually. Does not affect actual turning radius.

HDTextureDist

The distance at which the vehicle's higher-resolution textures (contained in modelName+hi.ytd) should be loaded.

lodDistances

Distances LOD models will switch. 6 levels.

minSeatHeight

identicalModelSpawnDistance

The distance at which the game can spawn an identical copy of the vehicle in cargen.

maxNumOfSameColor

The maximum amount of vehicle copies the game can spawn in cargen using the same color set.

defaultBodyHealth

Controls likelihood of explosion by gunfire.

pretendOccupantsScale

visibleSpawnDistScale

trackerPathWidth

weaponForceMult

frequency

The frequency of the vehicle spawning in cargen.

swankness

How cool the vehicle is, for AI behavior and vehicle generation. 0 to 5. Names are case-sensitive.

enum eSwankness
Enum Name Notes
0 SWANKNESS_0 — 0% chance of an alarm.
— 100% chance of successfully hotwiring the car on first attempt.
1 SWANKNESS_1 — 15% chance of an alarm.
— 90% chance of successfully hotwiring the car on first attempt.
2 SWANKNESS_2 — 25% chance of an alarm.
— 80% chance of successfully hotwiring the car on first attempt.
— Drivers have a chance to rev the car's engine at other cars.
3 SWANKNESS_3 — 35% chance of an alarm.
— 70% chance of successfully hotwiring the car on first attempt.
— Idle camera has a chance of focusing on the vehicle.
— Drivers have a chance to rev the car's engine at other cars.
4 SWANKNESS_4 — 50% chance of an alarm.
— 60% chance of successfully hotwiring the car on first attempt.
— Idle camera has a chance of focusing on the vehicle.
— Peds will positively react to the car.
— Drivers have a chance to rev the car's engine at other cars.
— Drivers are allowed to do burnouts.
— Male drivers are able to drive to the fullest of their ability.
5 SWANKNESS_5 — 100% chance of an alarm.
— 50% chance of successfully hotwiring the car on first attempt.
— Idle camera has a chance of focusing on the vehicle.
— Peds will positively react to the car.
— Drivers have a chance to rev the car's engine at other cars.
— Drivers are allowed to do burnouts.
— Male drivers are able to drive to the fullest of their ability.
— Same vehicle models with this swankness can only spawn every 300m from eachother in traffic.

maxNum

Maximum number of same vehicle spawned within specified spawn distance.

flags

Vehicle flags. Affects the vehicle's behavior. Names are case-sensitive.

enum CVehicleModelInfoFlags__Flags
Enum Name Description
0 FLAG_SMALL_WORKER Vehicle can only spawn on path nodes flagged to allow small worker vehicles.
1 FLAG_BIG Peds driving the vehicle will take wider turns. Increases the amount of space between traffic vehicles. Peds will hold down the horn for longer. Vehicle will not react to its tire(s) being popped by gunfire while driving. During chases, peds will avoid ramming the vehicle. During combat in narrow streets, peds will stop and get out instead of trying to turn the vehicle around. Peds will also avoid doing three-point turns, and will drive slower than regular cars. The vehicle is despawned 10 meters further away than normal, and is less likely to be removed in view of the player.
2 FLAG_NO_BOOT Does nothing. Derivative from the IV flag noboot.
3 FLAG_ONLY_DURING_OFFICE_HOURS Derivative from the GTA IV flag onlyduringofficehours. The game considers office hours to be after 07:00 and before 05:00, preventing the flag from working correctly.
4 FLAG_BOOT_IN_FRONT Does nothing. Use FLAG_FRONT_BOOT instead.
5 FLAG_IS_VAN The vehicle will never spawn in traffic with more than one passenger.
6 FLAG_AVOID_TURNS AI driving the vehicle will try to avoid turning at intersections, unless no other path is available. The vehicle can only spawn on roads with multiple lanes, if the road is not a highway the vehicle will prioritize spawning on the left lane.
7 FLAG_HAS_LIVERY The vehicle will cycle between liveries (typically named modelname_sign_x) located within the vehicle's texture dictionary and applied to diffuse2 texture of vehicle_paint3 shader. As of b678.1 this flag is also required for livery2 liveries (typically named modelname_lvr_x) located within the vehicle's texture dictionary and applied to diffuse2 texture of vehicle_paint3_lvr shader. In both cases, up to 30 liveries are allowed and the texture name must not exceed 31 characters.
8 FLAG_LIVERY_MATCH_EXTRA Vehicle will spawn with livery ID set to match the toggled on extra. If the vehicle has more extras than liveries, the last livery will be used. A random livery will be picked if the vehicle has no extras.
9 FLAG_SPORTS Idle camera will focus on the vehicle if the vehicle has a swankness value above 4. Vehicles in traffic will prioritize spawning in lightest (RGB>150) and darkest (RGB<50) colors, and towards the middle of a lane. Drivers will go faster than regular cars. Parked vehicles are equipped with an alarm.
10 FLAG_DELIVERY Parked vehicles spawn with wheels turned to a much higher angle.
11 FLAG_NOAMBIENTOCCLUSION Disables the vehicle's ground ambient occlusion.
12 FLAG_ONLY_ON_HIGHWAYS Vehicle will only spawn on highways. Flag is unused but is derivative from the IV flag onlyonhighways.
13 FLAG_TALL_SHIP Vehicle will not spawn on nodes going under low bridges.
14 FLAG_SPAWN_ON_TRAILER In traffic, vehicles with this flag have a 50% chance of spawning on trailers with this flag. The trailer will always spawn between 3 and 5 vehicles. This flag is disabled while in a multiplayer game.
15 FLAG_SPAWN_BOAT_ON_TRAILER In traffic, vehicles with this flag have a 50% chance of spawning on trailers with this flag. Although any trailer can have this flag, the spawn offsets on the trailer are hardcoded relative to the boattrailer model.
16 FLAG_EXTRAS_GANG The vehicle spawns with extras 5-9 if driven by a ped defined as a gang member.
17 FLAG_EXTRAS_CONVERTIBLE Makes extras 1-4 unbreakable. The vehicle cycles between extras 1-4 at random. If only extra 1 is toggled, the vehicle will be treated as having the roof down and will enable shader effects that block water from rendering and add wind micromovement to clothes. If extras 2-4 are toggled the vehicle will be treated as having the roof up. Extra 1 will never spawn while raining.
The vehicle model mamba is hardcoded to use extras 1-2 for no roof and extra 3 for roof.
18 FLAG_EXTRAS_TAXI The majority of taxi logic is enabled through this flag. The vehicle cycles between extras 5-8 at random. In traffic generation, there is a 65% chance that the vehicle will spawn with the taxi light turned on, and therefore a passenger. If the vehicle is driven by a ped with the config flag CPED_CONFIG_FLAG_AICanDrivePlayerAsRearPassenger, the player will try to enter the back of the vehicle. Being a passenger will allow the DIST_AS_PASSENGER_TAXI stat to increment, and allow the player to control the radio. AI peds driving the vehicle will not see peds on the side of the road as obstructions when pulling over. Police scanner will not mention the vehicle's category. On Gen7, or when "First Person Vehicle Hood" setting is enabled, the camera will be forced into first-person view when sitting in the back as a passenger.
19 FLAG_EXTRAS_RARE Extras only have a 25% chance of spawning.
20 FLAG_EXTRAS_REQUIRE The vehicle always spawns with at least 1 extra toggled on.
21 FLAG_EXTRAS_STRONG Prevents extras from breaking off during collisions.
22 FLAG_EXTRAS_ONLY_BREAK_WHEN_DESTROYED Extras on the vehicle can only break off once the vehicle is completely destroyed, eg. by explosions.
23 FLAG_EXTRAS_SCRIPT Extras 5-8 (extra 7 on planes, and extras 10-12 on helicopters) will never spawn on the vehicle. The only way to have them is toggling them on by script.
24 FLAG_EXTRAS_ALL The vehicle always spawns with all extras toggled on.
25 FLAG_EXTRAS_MATCH_LIVERY Vehicle will spawn with extra toggled on to match the set livery ID.
26 FLAG_DONT_ROTATE_TAIL_ROTOR Prevents the helicopter's tail rotor from rotating.
27 FLAG_PARKING_SENSORS The vehicle has a parking sensor gadget. Sounds are hardcoded to never play.
28 FLAG_PEDS_CAN_STAND_ON_TOP Allows the player and AI peds to stand on top of the vehicle without ragdolling off.
For some reason vehicles with the handling name BURRITO are hardcoded to ignore this flag, instead of simply editing vehicles.meta in a text editor and removing the flag from there...
29 FLAG_TAILGATE_TYPE_BOOT Does nothing.
30 FLAG_GEN_NAVMESH Generates navmesh on the vehicle. Typically used on boats, trailers, and train cars.
31 FLAG_LAW_ENFORCEMENT Idle camera will focus on the vehicle. Medics and firemen do not ignore this vehicle being stolen. Vehicles that are not bikes will always spawn two occupants in scenarios. Ambient vehicles will not be attracted into scenarios. Helicopters with this flag will use a searchlight during police chases. Boats with this flag will give peds the LOADOUT_COP_BOAT (Pistol and Micro SMG) loadout, meanwhile cars with this flag will give peds the LOADOUT_COP_SHOTGUN (Pistol and Pump Shotgun) loadout. Exploding cars or amphibious automobiles that are not owned by the player will increment the CARS_COPS_EXPLODED stat, meanwhile wrecking any vehicle with this flag will increment the CARS_COPS_WRECKED stat. Stealing any vehicle with this flag will increment the NUMBER_STOLEN_COP_VEHICLE stat. The vehicle is regarded as an important entity in multiplayer games. If the vehicle's siren is on, oncoming traffic vehicles will stop. The range at which the AI can detect the vehicle for entry is extended. The vehicle will become stationary faster if the driver is not present. Vehicles with this flag are more easily affected by vehicles with the FLAG_HAS_INCREASED_RAMMING_FORCE flag. The player will gain a wanted level if they stand (or drive) on top of a car with this flag while it's being driven by a cop ped, regardless if the FLAG_REPORT_CRIME_IF_STANDING_ON flag is also present or not. Peds that are driving cars with this flag will not stop in the event of an accident blocking the road. The vehicle will always be considered wanted and refresh the wanted level if the player steals it even while not seen by anyone. Cars that are not abandoned, wrecked, or stolen/owned by player will act as a witness and give the player a wanted level regardless of any ped or cop noticing the crime. Non-scripted vehicles will always spawn with the doors locked and will never spawn with pretend occupants. Drivers will also not be replaced by pretend occupants. Stolen cars will never require hotwiring. Wheels are 50% less likely to break off on collisions or when crushed, while the tires have 15% chance (as opposed to the regular 30%) of popping on heavy collisions.
32 FLAG_EMERGENCY_SERVICE Medics and firemen do not ignore this vehicle being stolen. Police scanner descriptions are disabled for the vehicle. Fleeing peds will never try to steal any cars with this flag. Peds will not use the horn.
33 FLAG_DRIVER_NO_DRIVE_BY Prevents the driver from using any weapons in the vehicle.
34 FLAG_NO_RESPRAY Used by carmod scripts to reemove the option to respray the vehicle.
35 FLAG_IGNORE_ON_SIDE_CHECK Player will avoid pathfinding towards vehicles that are on their side.
36 FLAG_RICH_CAR Rich NPCs may be seen driving the vehicle in traffic and car will spawn parked along Portola Drive in the shopping district. Colliding with vehicles that aren't boats will cause the peds driving them to have stronger reactions.
37 FLAG_AVERAGE_CAR Average NPCs may be seen driving the vehicle in traffic.
38 FLAG_POOR_CAR Poor NPCs may be seen driving the vehicle in traffic.
39 FLAG_ALLOWS_RAPPEL Allows the player and AI peds to rappel from the vehicle.
40 FLAG_DONT_CLOSE_DOOR_UPON_EXIT The player and AI peds won't close the door after exiting the vehicle.
41 FLAG_USE_HIGHER_DOOR_TORQUE
42 FLAG_DISABLE_THROUGH_WINDSCREEN Prevents the player and AI peds from being ejected through the windshield during a crash.
43 FLAG_IS_ELECTRIC Disables oil leaks and damage to petrol tank. Disables the power increase from Turbo mod. Trains with this flag will stop for vehicles that are blocking their path.
44 FLAG_NO_BROKEN_DOWN_SCENARIO The vehicle will never spawn as part of a WORLD_VEHICLE_BROKEN_DOWN scenario.
45 FLAG_IS_JETSKI
46 FLAG_DAMPEN_STICKBOMB_DAMAGE The vehicle takes less damage from explosions caused by a sticky bomb.
47 FLAG_DONT_SPAWN_IN_CARGEN The vehicle will never spawn during world car generation (this pertains mostly to parked cars, not traffic spawning).
48 FLAG_IS_OFFROAD_VEHICLE Peds will consider off-road paths as valid routes.
49 FLAG_INCREASE_PED_COMMENTS Causes AI peds to randomly comment on the vehicle more frequently.
50 FLAG_EXPLODE_ON_CONTACT
51 FLAG_USE_FAT_INTERIOR_LIGHT Increases the size and intensity of the vehicle's interior light.
52 FLAG_HEADLIGHTS_USE_ACTUAL_BONE_POS
53 FLAG_FAKE_EXTRALIGHTS Causes extralights to behave as normal headlights.
54 FLAG_CANNOT_BE_MODDED Prevents the vehicle from entering Los Santos Customs.
55 FLAG_DONT_SPAWN_AS_AMBIENT Prevents the vehicle from spawning in ambient scenarios.
56 FLAG_IS_BULKY
57 FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO The vehicle will never spawn as part of a WORLD_VEHICLE_ATTRACTOR scenario.
58 FLAG_IS_BUS
59 FLAG_USE_STEERING_PARAM_FOR_LEAN
60 FLAG_CANNOT_BE_DRIVEN_BY_PLAYER Prevents the player from entering the vehicle.
61 FLAG_SPRAY_PETROL_BEFORE_EXPLOSION The vehicle will spill gasoline before exploding.
62 FLAG_ATTACH_TRAILER_ON_HIGHWAY The vehicle will spawns with a trailer only on roads marked as highways.
63 FLAG_ATTACH_TRAILER_IN_CITY The vehicle will spawns with a trailer only in the Los Santos region.
64 FLAG_HAS_NO_ROOF Ignores various roof checks. Prevents ped hats from getting removed, if paired with FLAG_ALLOW_HATS_NO_ROOF.
65 FLAG_ALLOW_TARGETING_OF_OCCUPANTS
66 FLAG_RECESSED_HEADLIGHT_CORONAS
67 FLAG_RECESSED_TAILLIGHT_CORONAS
68 FLAG_IS_TRACKED_FOR_TRAILS Does nothing.
69 FLAG_HEADLIGHTS_ON_LANDINGGEAR
70 FLAG_CONSIDERED_FOR_VEHICLE_ENTRY_WHEN_STOOD_ON The player and AI peds will prioritize entering the vehicle when standing on top of it.
71 FLAG_GIVE_SCUBA_GEAR_ON_EXIT The player receives scuba gear when exiting the vehicle.
72 FLAG_IS_DIGGER
73 FLAG_IS_TANK Makes the vehicle fireproof. AI peds will react to it as they would towards a tank.
74 FLAG_USE_COVERBOUND_INFO_FOR_COVERGEN
75 FLAG_CAN_BE_DRIVEN_ON Allows other vehicles to drive on top of the vehicle.
76 FLAG_HAS_BULLETPROOF_GLASS Prevents the glass from breaking, essentially making it behave as static glass found on buildings around the map.
77 FLAG_CANNOT_TAKE_COVER_WHEN_STOOD_ON Prevents the player and AI peds from taking cover while standing on top of the vehicle.
78 FLAG_INTERIOR_BLOCKED_BY_BOOT
79 FLAG_DONT_TIMESLICE_WHEELS Prevents the vehicle wheels from producing the time slicing effect when they rotate at higher speed.
80 FLAG_FLEE_FROM_COMBAT The AI driver of the vehicle will always drive away from the area if the player or AI is currently in combat in that area.
81 FLAG_DRIVER_SHOULD_BE_FEMALE The vehicle will only spawn driven by female peds.
82 FLAG_DRIVER_SHOULD_BE_MALE The vehicle will only spawn driven by male peds.
83 FLAG_COUNT_AS_FACEBOOK_DRIVEN Used to track progress of the vehicles the player purchased from Legendary Motorsport and drove. Once all vehicles with that flag were driven the game would send a post to Facebook, if linked. The flag is unused on PS4, PC and XB1 version of the game due to the removal of Facebook integration.
84 FLAG_BIKE_CLAMP_PICKUP_LEAN_RATE
85 FLAG_PLANE_WEAR_ALTERNATIVE_HELMET
86 FLAG_USE_STRICTER_EXIT_COLLISION_TESTS
87 FLAG_TWO_DOORS_ONE_SEAT
88 FLAG_USE_LIGHTING_INTERIOR_OVERRIDE Keeps interiorlight node active, even when vehicle engine is off/player is not inside.
89 FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT Restricts how high the player can aim their weapon inside the vehicle.
90 FLAG_CAN_HONK_WHEN_FLEEING The AI peds will use the horn when trying to flee the area.
91 FLAG_PEDS_INSIDE_CAN_BE_SET_ON_FIRE_MP The player and AI peds can be set on fire while they're inside the vehicle. Works only in GTA Online. Added in b395 (X360/PS3).
92 FLAG_REPORT_CRIME_IF_STANDING_ON The player will gain a wanted level if they stand on top of the vehicle. Added in b554 (X360/PS3).
93 FLAG_HELI_USES_FIXUPS_ON_OPEN_DOOR Added in b580 (X360/PS3).
94 FLAG_FORCE_ENABLE_CHASSIS_COLLISION
95 FLAG_CANNOT_BE_PICKUP_BY_CARGOBOB Prevents the vehicle from being picked up by a Cargobob. Added in b760 (X360/PS3).
96 FLAG_CAN_HAVE_NEONS The vehicle has a chance of spawning in traffic with neon lights equipped. Added in the PS4, PC, and XB1 release of the game.
97 FLAG_HAS_INTERIOR_EXTRAS The vehicle can spawn with extras ten, 11, and 12 at random. Added in the PS4, PC, and XB1 release of the game.
98 FLAG_HAS_TURRET_SEAT_ON_VEHICLE Added in b760 (X360/PS3).
99 FLAG_ALLOW_OBJECT_LOW_LOD_COLLISION Added in the PS4, PC, and XB1 release of the game.
100 FLAG_DISABLE_AUTO_VAULT_ON_VEHICLE Prevents the player and AI peds from automatically climbing on top of the vehicle. Added in b760 (X360/PS3).
101 FLAG_USE_TURRET_RELATIVE_AIM_CALCULATION Sets the relative heading delta on the turret's Z axis rotation to 0. Added in b760 (X360/PS3).
102 FLAG_USE_FULL_ANIMS_FOR_MP_WARP_ENTRY_POINTS Added in b760 (X360/PS3).
103 FLAG_HAS_DIRECTIONAL_SHUFFLES Added in b760 (X360/PS3).
104 FLAG_DISABLE_WEAPON_WHEEL_IN_FIRST_PERSON Disables the weapon wheel in first person view. Added in the PS4, PC, and XB1 release of the game.
105 FLAG_USE_PILOT_HELMET Forces the player and AI peds to put on a pilot helmet when inside the vehicle. Added in the PS4, PC, and XB1 release of the game.
106 FLAG_USE_WEAPON_WHEEL_WITHOUT_HELMET Does nothing. Added in the PS4, PC, and XB1 release of the game.
107 FLAG_PREFER_ENTER_TURRET_AFTER_DRIVER Added in b760 (X360/PS3).
108 FLAG_USE_SMALLER_OPEN_DOOR_RATIO_TOLERANCE Added in b760 (X360/PS3).
109 FLAG_USE_HEADING_ONLY_IN_TURRET_MATRIX Added in b760 (X360/PS3).
110 FLAG_DONT_STOP_WHEN_GOING_TO_CLIMB_UP_POINT Added in b760 (X360/PS3).
111 FLAG_HAS_REAR_MOUNTED_TURRET Added in b760 (X360/PS3).
112 FLAG_DISABLE_BUSTING The player will not get busted while inside the vehicle. Added in b760 (X360/PS3).
113 FLAG_IGNORE_RWINDOW_COLLISION Added in b760 (X360/PS3).
114 FLAG_HAS_GULL_WING_DOORS The vehicle's doors will open upwards, as gull wing doors would. Added in b372.
115 FLAG_CARGOBOB_HOOK_UP_CHASSIS Added in b372.
116 FLAG_USE_FIVE_ANIM_THROW_FP Added in the PS4, PC, and XB1 release of the game.
117 FLAG_ALLOW_HATS_NO_ROOF Allows the player and AI peds to keep wearing their hats if the vehicle has no roof. Added in the PS4, PC, and XB1 release of the game.
118 FLAG_HAS_REAR_SEAT_ACTIVITIES The vehicle has activities in the rear seat. Works only in GTA Online. Added in b372.
119 FLAG_HAS_LOWRIDER_HYDRAULICS The vehicle is equipped with lowrider hydraulics. Added in b393.
120 FLAG_HAS_BULLET_RESISTANT_GLASS The vehicle's glass becomes resistant to bullets. The collision ID for windows must be set to ID 122 (strong glass/windshield) for the flag to have an effect. Added in b573.
121 FLAG_HAS_INCREASED_RAMMING_FORCE The vehicle is able to ram vehicles out the way more easily. Added in b573.
122 FLAG_HAS_CAPPED_EXPLOSION_DAMAGE The vehicle takes less damage from explosions. Added in b573.
123 FLAG_HAS_LOWRIDER_DONK_HYDRAULICS The vehicle is equipped with lowrider donk hydraulics. The difference is that the vehicle cannot "hop" and only shifts in the direction the hydraulics are used. Added in b678.
124 FLAG_HELICOPTER_WITH_LANDING_GEAR The helicopter has a landing gear. Added in b757.
125 FLAG_JUMPING_CAR The vehicle is able to jump. The jump force can be modified through handling files. Added in b944.
126 FLAG_HAS_ROCKET_BOOST The vehicle can use a rocket boost. The power and duration can be modified through handling files. Added in b944.
127 FLAG_RAMMING_SCOOP The vehicle has a scoop that can push vehicles out the way. Added in b944.
128 FLAG_HAS_PARACHUTE The vehicle is equipped with a parachute that can be enabled while mid-air. Added in b944.
129 FLAG_RAMP The vehicle is able to eject other vehicles while driving under them. Added in b944.
130 FLAG_HAS_EXTRA_SHUFFLE_SEAT_ON_VEHICLE Added in b944.
131 FLAG_FRONT_BOOT Allows the "boot" bone to fall off at high speeds when opened, similarly to how the "bonnet" bone does. Added in b944.
132 FLAG_HALF_TRACK Does nothing. Added in b1011.
133 FLAG_RESET_TURRET_SEAT_HEADING Added in b1011.
134 FLAG_TURRET_MODS_ON_ROOF Added in b1103.
135 FLAG_UPDATE_WEAPON_BATTERY_BONES Added in b1103.
136 FLAG_DONT_HOLD_LOW_GEARS_WHEN_ENGINE_UNDER_LOAD Added in b1103.
137 FLAG_HAS_GLIDER Added in b1103.
138 FLAG_INCREASE_LOW_SPEED_TORQUE Added in b1103.
139 FLAG_USE_AIRCRAFT_STYLE_WEAPON_TARGETING Added in b1103.
140 FLAG_KEEP_ALL_TURRETS_SYNCHRONISED Added in b1103.
141 FLAG_SET_WANTED_FOR_ATTACHED_VEH Added in b1103.
142 FLAG_TURRET_ENTRY_ATTACH_TO_DRIVER_SEAT Added in b1180.
143 FLAG_USE_STANDARD_FLIGHT_HELMET Added in b1180.
144 FLAG_SECOND_TURRET_MOD Added in b1180.
145 FLAG_THIRD_TURRET_MOD Added in b1180.
146 FLAG_HAS_EJECTOR_SEATS Ejects the ped from the plane or helicopter if the ped bails mid-air. Added in b1180.
147 FLAG_TURRET_MODS_ON_CHASSIS Added in b1180.
148 FLAG_HAS_JATO_BOOST_MOD The aircraft has a JATO boost modification. The JATO boost is hardcoded to the VMT_EXHAUST category. Added in b1180.
149 FLAG_IGNORE_TRAPPED_HULL_CHECK The game will not check if the player is trapped inside of the vehicle's geometry when attempting to navigate to the entry point. Added in b1180.
150 FLAG_HOLD_TO_SHUFFLE The player will shuffle seats when holding the context button. Added in b1180.
151 FLAG_TURRET_MOD_WITH_NO_STOCK_TURRET Added in b1180.
152 FLAG_EQUIP_UNARMED_ON_ENTER The player will equip the "Unarmed" weapon when entering the vehicle. Added in b1180.
153 FLAG_DISABLE_CAMERA_PUSH_BEYOND Added in b1180.
154 FLAG_HAS_VERTICAL_FLIGHT_MODE The vehicle has vertical takeoff and flight ability. Unlike the standard VTOL ability, the vehicle cannot switch to flight mode while landed. Added in b1290.
155 FLAG_HAS_OUTRIGGER_LEGS The vehicle has outrigger legs. The vehicle is unable to drive while the legs are extended. The sound effect of deploying and retracting outriggers is hardcoded to the CHERNOBOG sound data. Added in b1290.
156 FLAG_CAN_NAVIGATE_TO_ON_VEHICLE_ENTRY Added in b1290.
157 FLAG_DROP_SUSPENSION_WHEN_STOPPED The vehicle has air suspension. The suspension raises while driving and drops when the vehicle is stopped. The default suspension height in handling MUST be the same as when driving normally, as the flag only drops the suspension. Added in b1290.
158 FLAG_DONT_CRASH_ABANDONED_NEAR_GROUND Added in b1290.
159 FLAG_USE_INTERIOR_RED_LIGHT The vehicle's interior light will be colored red. Added in b1290.
160 FLAG_HAS_HELI_STRAFE_MODE The aircraft is able to strafe like a helicopter. Added in b1290.
161 FLAG_HAS_VERTICAL_ROCKET_BOOST The rocket or JATO boost will propel the vehicle directly upwards. Added in b1290.
162 FLAG_CREATE_WEAPON_MANAGER_ON_SPAWN Added in b1290.
163 FLAG_USE_ROOT_AS_BASE_LOCKON_POS Added in b1290.
164 FLAG_HEADLIGHTS_ON_TAP_ONLY Added in b1290.
165 FLAG_CHECK_WARP_TASK_FLAG_DURING_ENTER Added in b1290.
166 FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT_HIGH Restricts how high the player can aim their weapon inside the vehicle. The limit is higher than the default flag. Added in b1290.
167 FLAG_INCREASE_CAMBER_WITH_SUSPENSION_MOD Increases the vehicle camber when suspension mods are equipped. Added in b1365.
168 FLAG_NO_HEAVY_BRAKE_ANIMATION The player and AI peds will not play a "lean forward" animation when breaking heavily. Added in b1365.
169 FLAG_HAS_TWO_BONNET_BONES The vehicle will use the "bonnet" and "cargodoor" bones simultaneously when opening the hood. Added in b1493.
170 FLAG_DONT_LINK_BOOT2 Does nothing. Added in b1493.
171 FLAG_HAS_INCREASED_RAMMING_FORCE_WITH_CHASSIS_MOD Chassis modification apply more ramming force to the vehicle. Added in b1493.
172 FLAG_HAS_INCREASED_RAMMING_FORCE_VS_ALL_VEHICLES Added in b1604.
173 FLAG_HAS_EXTENDED_COLLISION_MODS Added in b1604.
174 FLAG_HAS_NITROUS_MOD The vehicle has modifications that enable nitro boost. The nitro mod boost is hardcoded to the VMT_ENGINEBAY2 category. The nitro boost can also be manually enabled and forced on the vehicle without needing this flag by scripts. Added in b1604.
175 FLAG_HAS_JUMP_MOD The vehicle has a jump boost modification. The jump boost modification is hardcoded to the VMT_ENGINEBAY3 category. Added in b1604.
176 FLAG_HAS_RAMMING_SCOOP_MOD The vehicle has a ramming scoop modification. The ramming scoop modification is hardcoded to the VMT_CHASSIS2 category and require a scoop_1mod, scoop_2mod, and scoop_3mod collision bones. Added in b1604.
177 FLAG_HAS_SUPER_BRAKES_MOD The vehicle has a super brakes modification. Added in b1604.
178 FLAG_CRUSHES_OTHER_VEHICLES The vehicle does more damage to any vehicle it drives on top of. Added in b1604.
179 FLAG_HAS_WEAPON_BLADE_MODS The vehicle has sawblade modifications. The player and AI peds will be killed on contact with the sawblade collision. Added in b1604.
180 FLAG_HAS_WEAPON_SPIKE_MODS The vehicle has spike modifications. The player and AI peds will be killed if they run into the spike collision. Added in b1604.
181 FLAG_FORCE_BONNET_CAMERA_INSTEAD_OF_POV Added in b1604.
182 FLAG_RAMP_MOD The vehicle has a ramp modification. The ramp modification is hardcoded to the VMT_CHASSIS2 category. Added in b1604.
183 FLAG_HAS_TOMBSTONE The vehicle has a very heavy and solid 'tombstone' part that can be ejected to stop pursuing vehicles. Added in b1604.
184 FLAG_HAS_SIDE_SHUNT The vehicle is able to shunt vehicles out the way. The side shunt is hardcoded to mod index 3 in the VMT_ENGINEBAY2 category. Added in b1604.
185 FLAG_HAS_FRONT_SPIKE_MOD The vehicle has a front spike modification. Added in b1604.
186 FLAG_HAS_RAMMING_BAR_MOD The vehicle has a ramming bar modification. The ramming bar mod is hardcoded to the VMT_CHASSIS2 category and require a ram_1mod, ram_2mod, and ram_3mod collision bones. Added in b1604.
187 FLAG_TURRET_MODS_ON_CHASSIS5 Enables turret mods on the VMT_CHASSIS5 category, which normally are hardcoded to the VMT_ROOF category. Added in b1604.
188 FLAG_HAS_SUPERCHARGER Permanently enables the vacuum and blower/boost dials on the vehicle. Added in b1604.
189 FLAG_IS_TANK_WITH_FLAME_DAMAGE Similar to FLAG_IS_TANK, except the vehicle is not fireproof. Added in b1604.
190 FLAG_DISABLE_DEFORMATION Disables visual deformation on the vehicle. Added in b1604.
191 FLAG_ALLOW_RAPPEL_AI_ONLY Added in b1734.
192 FLAG_USE_RESTRICTED_DRIVEBY_HEIGHT_MID_ONLY Added in b1734.
193 FLAG_FORCE_AUTO_VAULT_ON_VEHICLE_WHEN_STUCK Added in b1734.
194 FLAG_SPOILER_MOD_DOESNT_INCREASE_GRIP The vehicle's spoiler mods do not add traction. Added in b1868.
195 FLAG_NO_REVERSING_ANIMATION The player and AI peds do not play an "look back" animation when reversing the vehicle. Added in b1868.
196 FLAG_IS_QUADBIKE_USING_BIKE_ANIMATIONS Allows the quadbike vehicle type to use bike layouts and animations. Added in b1868.
197 FLAG_IS_FORMULA_VEHICLE Changes the tire mark texture from standard tires to slick tires. Added in b2060.
198 FLAG_LATCH_ALL_JOINTS Added in b2189.
199 FLAG_REJECT_ENTRY_TO_VEHICLE_WHEN_STOOD_ON If the player is standing on top of the vehicle, the player character will not attempt to pathfind to the nearest vehicle door to enter and will not warp inside the vehicle. Added in b2189.
200 FLAG_CHECK_IF_DRIVER_SEAT_IS_CLOSER_THAN_TURRETS_WITH_ON_BOARD_ENTER Checks whether the player character is closer to the driver's seat than the turret seat before deciding on which one to pathfind to. Added in b2189.
201 FLAG_RENDER_WHEELS_WITH_ZERO_COMPRESSION Prevents the wheels and suspension from visually moving. Added in b2189.
202 FLAG_USE_LENGTH_OF_VEHICLE_BOUNDS_FOR_PLAYER_LOCKON_POS Added in b2189.
203 FLAG_PREFER_FRONT_SEAT Added in b2372.

type

Vehicle type. Affect the vehicle's behavior. Names are case-sensitive.

enum VehicleType
Enum Name Description
-1 VEHICLE_TYPE_NONE Default/Invalid type.
0 VEHICLE_TYPE_CAR Cars. Used for all non-special land vehicles.
1 VEHICLE_TYPE_PLANE Planes.
2 VEHICLE_TYPE_TRAILER Trailers. Allows vehicle to be towed by semi trucks.
3 VEHICLE_TYPE_QUADBIKE Quadbikes. Essentially a bike with support for more than two wheels.
4 VEHICLE_TYPE_DRAFT Horse carriages. Unused.
5 VEHICLE_TYPE_SUBMARINECAR Submarine cars. Uses convertible roof functions to convert into submarine mode & back. Added in b467 (Xbox360/PS3 Update 1.11).
6 VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILE Amphibious automobiles. Essentially the Car vehicle type, but with the ability to traverse water as well. Added in b944.
7 VEHICLE_TYPE_AMPHIBIOUS_QUADBIKE Amphibious quadbikes. Similar to the above - a quadbike that can drive on water in addition to land. Added in b944.
8 VEHICLE_TYPE_HELI Helicopters.
9 VEHICLE_TYPE_BLIMP Blimps. Essentially a helicopter that can propel forwards.
10 VEHICLE_TYPE_AUTOGYRO Autogyro. Appears to be glitchy. Unused.
11 VEHICLE_TYPE_BIKE Motorcycles.
12 VEHICLE_TYPE_BICYCLE Bicycles. Similar to motorcycles but with a different control set and ability to bunny hop/lean.
13 VEHICLE_TYPE_BOAT Boats. A lot of vehicle features such as doors and weapons are disabled.
14 VEHICLE_TYPE_TRAIN Trains. Hardcoded to prevent the player from pathfinding to enter the vehicle.
15 VEHICLE_TYPE_SUBMARINE Submarines. Allows controls for sumberging/surfacing.

plateType

Used by the carmod scripts to determine which side of the car the camera will face while viewing the plates category. Names are case-sensitive.

enum eVehiclePlateType
Enum Name Description
0 VPT_FRONT_AND_BACK_PLATES Faces the back of the vehicle.
1 VPT_FRONT_PLATES Faces the front of the vehicle.
2 VPT_BACK_PLATES Faces the back of the vehicle.
3 VPT_NONE Disables the category in Los Santos Customs.

dashboardType

The layout of the vehicle's dashboard gauges/lights. Names are case-sensitive. Unless otherwise specified, all dial types will only work when included within the "dashboard" scaleform movie.

enum eVehicleDashboardType
Enum Name Image Description
0 VDT_BANSHEE GTAV-Dials-Banshee.png Typically used in sports cars.
1 VDT_BOBCAT GTAV-Dials-Bobcat.png Typically used in classic SUV's and pick-up trucks.
2 VDT_CAVALCADE GTAV-Dials-Cavalcade.png Typically used on SUV's.
3 VDT_COMET n/a Unused.
4 VDT_DUKES GTAV-Dials-Dukes.png Typically used on muscle car interiors. Sometimes VDT_RACE is used in its place for extra dials.
5 VDT_FACTION n/a Unused.
6 VDT_FELTZER GTAV-Dials-Feltzer.png Typically used on vehicles with Feltzer-style interiors.
7 VDT_FEROCI GTAV-Dials-Feroci.png Typically used on vehicles with Feroci-styled interiors.
8 VDT_FUTO GTAV-Dials-Futo.png Unique to the Futo & vehicles with Futo-style interiors.
9 VDT_GENTAXI GTAV-Dials-Gentaxi.png Typically used on vehicles with generic Taxi interiors.
10 VDT_MAVERICK GTAV-Dials-Maverick.png Used on all helicopters. Can only work when included in "aircraft_dials" scaleform movie.
11 VDT_PEYOTE GTAV-Dials-Peyote.png Classic 1950's style dials.
12 VDT_RUINER n/a Unused.
13 VDT_SPEEDO GTAV-Dials-Speedo.png Modern van dials.
14 VDT_SULTAN GTAV-Dials-Sultan.png Typically used in sedans.
15 VDT_SUPERGT GTAV-Dials-SuperGT.png Typically used on modern sports cars.
16 VDT_TAILGATER GTAV-Dials-Tailgater.png Typically used in modern sedans.
17 VDT_TRUCK GTAV-Dials-Truck.png Standard truck dials.
18 VDT_TRUCKDIGI GTAV-Dials-TruckDigi.png Digital truck dials.
19 VDT_INFERNUS n/a Unused.
20 VDT_ZTYPE GTAV-Dials-ZType.png Typically used in classic cars with Z-Type-styled interiors.
21 VDT_LAZER GTAV-Dials-Lazer.png Used on nearly all airplanes. Can only work when included in "dials_lazer" scaleform movie.
22 VDT_SPORTBK GTAV-Dials-Sportbk.png Used on nearly all motorcycles.
23 VDT_RACE GTAV-Dials-Race.png A combination of Dukes dials with digital race car dials. Added in b791.
24 VDT_LAZER_VINTAGE GTAV-Dials-LazerVintage.png A classic/worn version of the Lazer dials. Added in b1180. Can only work when included in "dials_lazer_vintage" scaleform movie.
25 VDT_PBUS2 n/a Unused. Added in b1493. Can only work when included in "party_dashboard" scaleform movie, however there is no code to process this dial type so it will never work regardless.

vehicleClass

The class of the vehicle. Used for display text and race categories. Names are case-sensitive.

enum eVehicleClass
Enum Name Description
0 VC_COMPACT Compacts. Default class when the class is invalid or undefined.
1 VC_SEDAN Sedans.
2 VC_SUV SUVs.
3 VC_COUPE Coupes.
4 VC_MUSCLE Muscle. Hardcoded(since b1604) to enable the handbrake wheelie Advanced Flag on vehicles in this class.
5 VC_SPORT_CLASSIC Sports Classics.
6 VC_SPORT Sports.
7 VC_SUPER Super.
8 VC_MOTORCYCLE Motorcycles.
9 VC_OFF_ROAD Off-Road.
10 VC_INDUSTRIAL Industrial.
11 VC_UTILITY Utility. Also includes trailers.
12 VC_VAN Vans.
13 VC_CYCLE Cycles.
14 VC_BOAT Boats.
15 VC_HELICOPTER Helicopters.
16 VC_PLANE Planes.
17 VC_SERVICE Service.
18 VC_EMERGENCY Emergency.
19 VC_MILITARY Military.
20 VC_COMMERCIAL Commercial.
21 VC_RAIL Trains.
22 VC_OPEN_WHEEL Open Wheel. Added in b1868.

wheelType

Sets the default wheel type for the vehicle. Names are case-sensitive.

enum eVehicleWheelType
Enum Name Description
0 VWT_SPORT Sport wheels. Default for Sport(+classic), Sedan, and Coupe class vehicles.
1 VWT_MUSCLE Muscle wheels. Default for Muscle class vehicles
2 VWT_LOWRIDER Lowrider wheels. Used commonly by low, classic cars.
3 VWT_SUV SUV wheels. Default for SUV class vehicles
4 VWT_OFFROAD Off-Road wheels. Default for Off-Road class vehicles.
5 VWT_TUNER Tuner wheels. Used on cars commonly considered tuners.
6 VWT_BIKE Motorcycle-class wheels. Default for Motorcycle class vehicles. Only can be applied to Motorcycles.
7 VWT_HIEND High-End wheels. Often used by vehicles in the Super class.
8 VWT_SUPERMOD1 Benny's Originals. Added in b463. Unused until b505.
9 VWT_SUPERMOD2 Benny's Bespoke. Added in b463. Unused until b678.
10 VWT_SUPERMOD3 Racing Wheels. Added in b463. Unused until b1868.
11 VWT_SUPERMOD4 Street Wheels. Added in b463. Unused until b2060.
12 VWT_SUPERMOD5 Track Wheels. Added in b463. Unused until b2372.

trailers

Trailers the vehicle can tow and spawn towed in cargen. Use the trailer's model name.

additionalTrailers

Trailers the vehicle can tow but never spawn towed in cargen. Use the trailer's model name.

drivers

Specific peds that will always spawn driving the vehicle.

driverName

Model name of the ped.

npcName

User-given name for the ped. Likely for debug purposes.

extraIncludes

Names are case-sensitive.

enum eExtraIncludes
Enum Name
1 EXTRA_1
2 EXTRA_2
3 EXTRA_3
4 EXTRA_4
5 EXTRA_5
6 EXTRA_6
7 EXTRA_7
8 EXTRA_8
9 EXTRA_9
10 EXTRA_10
11 EXTRA_11
12 EXTRA_12
13 EXTRA_13

doorsWithCollisionWhenClosed

Which parts of the vehicle must remain collidable when closed. Typically used on large parts or parts which stick out such the tailgate on a pickup truck of the large hood of a semi truck. If left undefined the part itself will not be collidable when closed, and will instead fall back onto the collision of the main vehicle body.

driveableDoors

doorStiffnessMultipliers

Controls the door stiffness.

doorId

Target door index.

stiffnessMult

The multiplier.

bumpersNeedToCollideWithMap

Forces the vehicle bumpers (and sideskirts) to collide with the map if there is contact. May cause a vehicle to be blocked by spike strips or curbs entirely.

Unless the model flag MF_DONT_FORCE_GRND_CLEARANCE is set in the handling.meta, the game may override bumper collision in order to maintain ground clearance.

needsRopeTexture

If set to true the vehicle will be able to generate a rope 'model' and texture. Used for Cargobobs and Towtrucks.

requiredExtras

Determines which extras on the vehicle must always spawn. Used with the flag FLAG_EXTRAS_REQUIRE. Names are case-sensitive.

enum eExtraIncludes
Enum Name
1 EXTRA_1
2 EXTRA_2
3 EXTRA_3
4 EXTRA_4
5 EXTRA_5
6 EXTRA_6
7 EXTRA_7
8 EXTRA_8
9 EXTRA_9
10 EXTRA_10
11 EXTRA_11
12 EXTRA_12
13 EXTRA_13

vfxExtraInfos

Applies visual effects to specific extras. Used for snow particles on North Yankton vehicles and litter particles on the Biff.

ptFxExtras

The extra to which the effect is attached to. Names are case-sensitive.

enum eExtraIncludes
Enum Name
1 EXTRA_1
2 EXTRA_2
3 EXTRA_3
4 EXTRA_4
5 EXTRA_5
6 EXTRA_6
7 EXTRA_7
8 EXTRA_8
9 EXTRA_9
10 EXTRA_10
11 EXTRA_11
12 EXTRA_12
13 EXTRA_13

ptFxName

Name of the effect. Usable effects: veh_roof_snow, veh_wind_litter_dir

ptFxOffset

Position offset of the effect.

ptFxRange

Range of the effect.

ptFxSpeedEvoMin

Minimum speed of the effect as the vehicle is moving.

ptFxSpeedEvoMax

Maximum speed of the effect as the vehicle is moving.

rewards

Reward you get for entering the vehicle, as defined by pickups.meta.

cinematicPartCamera

Used for cinematic camera views that are attached to the vehicle, such as the wheel camera on a car or the wing-tip camera on a plane.

NmBraceOverrideSet

buoyancySphereOffset

buoyancySphereSizeScale

additionalVfxWaterSamples

Adds extra vfx water samples to specific components.

position

The position offset.

size

Size of the effects.

component

Index of the bone in the vehicle's skeletal hierarchy that the effect is attached to.

pOverrideRagdollThreshold

Bulldozer and Rhino set this to "CVehicleModelInfo__CVehicleOverrideRagdollThreshold".

MinComponent

MaxComponent

ThresholdMult

maxSteeringWheelAngle

Sets the maximum angle the steering wheel can turn.

maxSteeringWheelAnimAngle

firstPersonDrivebyData

Controls the aiming boundaries for drive-bys in first person view, per seat. Defined in vehiclelayouts.meta

lockOnPositionOffset

Offsets the lock-on target of the vehicle. By default it's set to the 0,0,0 point of the vehicle.

LowriderArmWindowHeight

Controls how high the vehicle door is for arm lean animations.

LowriderLeanAccelModifier

numSeatsOverride

txdRelationships

Controls shared texture linkage. Commonly used to link interior texture dictionaries to vehicles

parent

The parent texture dictionary.

child

The child texture dictionary. The child and its subsequent children cannot be linked to its parent. Linking must be done strictly parent to child.

txdRelationships linking example
Links Description
parentdict1 -> childdict2->
parentdict2 -> childdict3
-> parentdict2 -> childdict4
-> parentdict2 -> childvehicle1
Correct.
parentdict1 -> childdict2 ->
parentdict2 -> childdict1
Incorrect. Will cause the game to crash.