Difference between revisions of "Vehicles.meta"
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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. | ||
− | = | + | =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 | + | 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== | ||
− | + | 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== | ||
− | + | 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== | ||
− | + | 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. | + | The name of a .ypt ptfx asset file used by the vehicle. Usually formatted veh_''carname'' |
==audioNameHash== | ==audioNameHash== | ||
Line 39: | Line 287: | ||
==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 | + | 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 63: | 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 | + | 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 75: | 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 97: | 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/ | + | 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 112: | 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 121: | Line 410: | ||
==weaponForceMult== | ==weaponForceMult== | ||
==frequency== | ==frequency== | ||
+ | The frequency of the vehicle spawning in cargen. | ||
+ | |||
==swankness== | ==swankness== | ||
− | How cool the vehicle is, for AI | + | 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== | ||
− | + | Vehicle flags. Affects the vehicle's behavior. Names are case-sensitive. | |
+ | |||
{| class="wikitable" | {| class="wikitable" | ||
+ | ! colspan="3"|<code>enum CVehicleModelInfoFlags__Flags</code> | ||
+ | |- | ||
! Enum | ! Enum | ||
! Name | ! Name | ||
Line 133: | Line 462: | ||
|0 | |0 | ||
|FLAG_SMALL_WORKER | |FLAG_SMALL_WORKER | ||
− | | | + | |Vehicle can only spawn on path nodes flagged to allow small worker vehicles. |
|- | |- | ||
|1 | |1 | ||
|FLAG_BIG | |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 | |2 | ||
|FLAG_NO_BOOT | |FLAG_NO_BOOT | ||
− | | | + | |Does nothing. Derivative from the IV flag <code>noboot</code>. |
|- | |- | ||
|3 | |3 | ||
− | | | + | |FLAG_ONLY_DURING_OFFICE_HOURS |
− | | | + | |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. |
|- | |- | ||
|4 | |4 | ||
|FLAG_BOOT_IN_FRONT | |FLAG_BOOT_IN_FRONT | ||
− | | | + | |Does nothing. Use <code>FLAG_FRONT_BOOT</code> instead. |
|- | |- | ||
|5 | |5 | ||
|FLAG_IS_VAN | |FLAG_IS_VAN | ||
− | | | + | |The vehicle will never spawn in traffic with more than one passenger. |
|- | |- | ||
|6 | |6 | ||
|FLAG_AVOID_TURNS | |FLAG_AVOID_TURNS | ||
− | |AI driving the vehicle will try to avoid turning at intersections, unless no other path is available. | + | |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 | |7 | ||
|FLAG_HAS_LIVERY | |FLAG_HAS_LIVERY | ||
− | |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. | + | |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. |
|- | |- | ||
|8 | |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 | |9 | ||
|FLAG_SPORTS | |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 | |10 | ||
|FLAG_DELIVERY | |FLAG_DELIVERY | ||
− | | | + | |Parked vehicles spawn with wheels turned to a much higher angle. |
|- | |- | ||
|11 | |11 | ||
− | | | + | |FLAG_NOAMBIENTOCCLUSION |
− | | | + | |Disables the vehicle's ground ambient occlusion. |
|- | |- | ||
|12 | |12 | ||
− | | | + | |FLAG_ONLY_ON_HIGHWAYS |
− | | | + | |Vehicle will only spawn on highways. Flag is unused but is derivative from the IV flag <code>onlyonhighways</code>. |
|- | |- | ||
|13 | |13 | ||
|FLAG_TALL_SHIP | |FLAG_TALL_SHIP | ||
− | | | + | |Vehicle will not spawn on nodes going under low bridges. |
|- | |- | ||
|14 | |14 | ||
|FLAG_SPAWN_ON_TRAILER | |FLAG_SPAWN_ON_TRAILER | ||
− | |The | + | |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 | |15 | ||
|FLAG_SPAWN_BOAT_ON_TRAILER | |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 <code>boattrailer</code> model. |
|- | |- | ||
|16 | |16 | ||
Line 201: | Line 530: | ||
|17 | |17 | ||
|FLAG_EXTRAS_CONVERTIBLE | |FLAG_EXTRAS_CONVERTIBLE | ||
− | |The vehicle cycles between extras 1- | + | |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. |
|- | |- | ||
|18 | |18 | ||
|FLAG_EXTRAS_TAXI | |FLAG_EXTRAS_TAXI | ||
− | |The vehicle cycles between extras 5, | + | |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. |
|- | |- | ||
|19 | |19 | ||
|FLAG_EXTRAS_RARE | |FLAG_EXTRAS_RARE | ||
− | | | + | |Extras only have a 25% chance of spawning. |
|- | |- | ||
|20 | |20 | ||
Line 225: | Line 554: | ||
|23 | |23 | ||
|FLAG_EXTRAS_SCRIPT | |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 | |24 | ||
Line 232: | Line 561: | ||
|- | |- | ||
|25 | |25 | ||
− | | | + | |FLAG_EXTRAS_MATCH_LIVERY |
− | | | + | |Vehicle will spawn with extra toggled on to match the set livery ID. |
|- | |- | ||
|26 | |26 | ||
Line 241: | Line 570: | ||
|27 | |27 | ||
|FLAG_PARKING_SENSORS | |FLAG_PARKING_SENSORS | ||
− | | | + | |The vehicle has a parking sensor gadget. Sounds are hardcoded to never play. |
|- | |- | ||
|28 | |28 | ||
|FLAG_PEDS_CAN_STAND_ON_TOP | |FLAG_PEDS_CAN_STAND_ON_TOP | ||
− | |Allows the player and AI peds to stand on top of the vehicle without ragdolling off. | + | |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... |
|- | |- | ||
|29 | |29 | ||
− | | | + | |FLAG_TAILGATE_TYPE_BOOT |
− | | | + | |Does nothing. |
|- | |- | ||
|30 | |30 | ||
Line 257: | Line 586: | ||
|31 | |31 | ||
|FLAG_LAW_ENFORCEMENT | |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 <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. |
|- | |- | ||
|32 | |32 | ||
|FLAG_EMERGENCY_SERVICE | |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 | |33 | ||
Line 269: | Line 598: | ||
|34 | |34 | ||
|FLAG_NO_RESPRAY | |FLAG_NO_RESPRAY | ||
− | | | + | |Used by carmod scripts to reemove the option to respray the vehicle. |
|- | |- | ||
|35 | |35 | ||
|FLAG_IGNORE_ON_SIDE_CHECK | |FLAG_IGNORE_ON_SIDE_CHECK | ||
− | | | + | |Player will avoid pathfinding towards vehicles that are on their side. |
|- | |- | ||
|36 | |36 | ||
|FLAG_RICH_CAR | |FLAG_RICH_CAR | ||
− | |Rich NPCs may be seen driving the vehicle in traffic. | + | |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 | |37 | ||
Line 305: | Line 634: | ||
|43 | |43 | ||
|FLAG_IS_ELECTRIC | |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 | |44 | ||
Line 321: | Line 650: | ||
|47 | |47 | ||
|FLAG_DONT_SPAWN_IN_CARGEN | |FLAG_DONT_SPAWN_IN_CARGEN | ||
− | |The vehicle will never spawn during world car generation. | + | |The vehicle will never spawn during world car generation (this pertains mostly to parked cars, not traffic spawning). |
|- | |- | ||
|48 | |48 | ||
|FLAG_IS_OFFROAD_VEHICLE | |FLAG_IS_OFFROAD_VEHICLE | ||
− | | | + | |Peds will consider off-road paths as valid routes. |
|- | |- | ||
|49 | |49 | ||
Line 389: | Line 718: | ||
|64 | |64 | ||
|FLAG_HAS_NO_ROOF | |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 | |65 | ||
− | | | + | |FLAG_ALLOW_TARGETING_OF_OCCUPANTS |
| | | | ||
|- | |- | ||
Line 404: | Line 733: | ||
|- | |- | ||
|68 | |68 | ||
− | | | + | |FLAG_IS_TRACKED_FOR_TRAILS |
− | | | + | |Does nothing. |
|- | |- | ||
|69 | |69 | ||
Line 420: | Line 749: | ||
|- | |- | ||
|72 | |72 | ||
− | | | + | |FLAG_IS_DIGGER |
| | | | ||
|- | |- | ||
Line 485: | Line 814: | ||
|88 | |88 | ||
|FLAG_USE_LIGHTING_INTERIOR_OVERRIDE | |FLAG_USE_LIGHTING_INTERIOR_OVERRIDE | ||
− | | | + | |Keeps interiorlight node active, even when vehicle engine is off/player is not inside. |
|- | |- | ||
|89 | |89 | ||
Line 528: | Line 857: | ||
|- | |- | ||
|99 | |99 | ||
− | | | + | |FLAG_ALLOW_OBJECT_LOW_LOD_COLLISION |
|Added in the PS4, PC, and XB1 release of the game. | |Added in the PS4, PC, and XB1 release of the game. | ||
|- | |- | ||
Line 537: | Line 866: | ||
|101 | |101 | ||
|FLAG_USE_TURRET_RELATIVE_AIM_CALCULATION | |FLAG_USE_TURRET_RELATIVE_AIM_CALCULATION | ||
− | |Added in b760 (X360/PS3). | + | |Sets the relative heading delta on the turret's Z axis rotation to 0. Added in b760 (X360/PS3). |
|- | |- | ||
|102 | |102 | ||
Line 557: | Line 886: | ||
|106 | |106 | ||
|FLAG_USE_WEAPON_WHEEL_WITHOUT_HELMET | |FLAG_USE_WEAPON_WHEEL_WITHOUT_HELMET | ||
− | |Added in the PS4, PC, and XB1 release of the game. | + | |Does nothing. Added in the PS4, PC, and XB1 release of the game. |
|- | |- | ||
|107 | |107 | ||
Line 581: | Line 910: | ||
|112 | |112 | ||
|FLAG_DISABLE_BUSTING | |FLAG_DISABLE_BUSTING | ||
− | |Added in b760 (X360/PS3). | + | |The player will not get busted while inside the vehicle. Added in b760 (X360/PS3). |
|- | |- | ||
|113 | |113 | ||
Line 657: | Line 986: | ||
|131 | |131 | ||
|FLAG_FRONT_BOOT | |FLAG_FRONT_BOOT | ||
− | |Added in b944. | + | |Allows the "boot" bone to fall off at high speeds when opened, similarly to how the "bonnet" bone does. Added in b944. |
|- | |- | ||
|132 | |132 | ||
− | | | + | |FLAG_HALF_TRACK |
− | |Added in b1011. | + | |Does nothing. Added in b1011. |
|- | |- | ||
|133 | |133 | ||
Line 717: | Line 1,046: | ||
|146 | |146 | ||
|FLAG_HAS_EJECTOR_SEATS | |FLAG_HAS_EJECTOR_SEATS | ||
− | |Added in b1180. | + | |Ejects the ped from the plane or helicopter if the ped bails mid-air. Added in b1180. |
|- | |- | ||
|147 | |147 | ||
− | | | + | |FLAG_TURRET_MODS_ON_CHASSIS |
|Added in b1180. | |Added in b1180. | ||
|- | |- | ||
Line 729: | Line 1,058: | ||
|149 | |149 | ||
|FLAG_IGNORE_TRAPPED_HULL_CHECK | |FLAG_IGNORE_TRAPPED_HULL_CHECK | ||
− | |Added in b1180. | + | |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 | |150 | ||
Line 753: | Line 1,082: | ||
|155 | |155 | ||
|FLAG_HAS_OUTRIGGER_LEGS | |FLAG_HAS_OUTRIGGER_LEGS | ||
− | |The vehicle has outrigger legs. The vehicle is unable to drive while the legs are extended. Added in b1290. | + | |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 | |156 | ||
Line 813: | Line 1,142: | ||
|170 | |170 | ||
|FLAG_DONT_LINK_BOOT2 | |FLAG_DONT_LINK_BOOT2 | ||
− | |Added in b1493. | + | |Does nothing. Added in b1493. |
|- | |- | ||
|171 | |171 | ||
Line 820: | Line 1,149: | ||
|- | |- | ||
|172 | |172 | ||
− | | | + | |FLAG_HAS_INCREASED_RAMMING_FORCE_VS_ALL_VEHICLES |
|Added in b1604. | |Added in b1604. | ||
|- | |- | ||
|173 | |173 | ||
− | | | + | |FLAG_HAS_EXTENDED_COLLISION_MODS |
|Added in b1604. | |Added in b1604. | ||
|- | |- | ||
Line 861: | Line 1,190: | ||
|182 | |182 | ||
|FLAG_RAMP_MOD | |FLAG_RAMP_MOD | ||
− | |The vehicle has a ramp modification. Added in b1604. | + | |The vehicle has a ramp modification. The ramp modification is hardcoded to the VMT_CHASSIS2 category. Added in b1604. |
|- | |- | ||
|183 | |183 | ||
Line 869: | Line 1,198: | ||
|184 | |184 | ||
|FLAG_HAS_SIDE_SHUNT | |FLAG_HAS_SIDE_SHUNT | ||
− | |The vehicle is able to shunt vehicles out the way. Added in b1604. | + | |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 | |185 | ||
Line 885: | Line 1,214: | ||
|188 | |188 | ||
|FLAG_HAS_SUPERCHARGER | |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 | |189 | ||
Line 896: | Line 1,225: | ||
|- | |- | ||
|191 | |191 | ||
− | | | + | |FLAG_ALLOW_RAPPEL_AI_ONLY |
|Added in b1734. | |Added in b1734. | ||
|- | |- | ||
Line 904: | Line 1,233: | ||
|- | |- | ||
|193 | |193 | ||
− | | | + | |FLAG_FORCE_AUTO_VAULT_ON_VEHICLE_WHEN_STUCK |
|Added in b1734. | |Added in b1734. | ||
|- | |- | ||
Line 921: | Line 1,250: | ||
|197 | |197 | ||
|FLAG_IS_FORMULA_VEHICLE | |FLAG_IS_FORMULA_VEHICLE | ||
− | |Added in b2060. | + | |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. |
− | + | ||
− | + | {| class="wikitable" | |
− | + | ! colspan="3"|<code>enum VehicleType</code> | |
− | + | |- | |
− | + | ! 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. [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== | ||
− | + | 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. | |
− | + | ||
− | + | {| class="wikitable" | |
− | + | ! colspan="3"|<code>enum eVehiclePlateType</code> | |
− | + | |- | |
+ | ! 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. |
− | + | {| class="wikitable" | |
− | + | ! colspan="4"|<code>enum eVehicleDashboardType</code> | |
− | + | |- | |
− | + | ! 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. |
− | + | {| class="wikitable" | |
− | + | ! colspan="3"|<code>enum eVehicleClass</code> | |
− | + | |- | |
− | + | ! 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<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. | ||
+ | |} | ||
− | + | ==wheelType== | |
− | + | Sets the default wheel type for the vehicle. Names are case-sensitive. | |
− | |||
− | + | {| class="wikitable" | |
− | + | ! colspan="3"|<code>enum eVehicleWheelType</code> | |
− | + | |- | |
− | + | ! 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== | ||
− | + | 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. | + | 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 1,048: | 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
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.
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. |
Grand Theft Auto V | |
---|---|
File Formats | .awc • .dat • .gfx • .gxt2 • .ide • .meta/.ymt/.xml • .mrf • .patch • .rpf • .ybn/.ybd • .ycd • .ydd • .ydr • .yed • .yfd • .yft • .yld • .ymap • .ymf • .ynd • .ynv • .ypdb • .ysc • .ytd • .ytyp • .yvr |
Documentation | Bink Video • Native functions • Weather types |
Tools | OpenIV • GIMS Evo • CodeWalker |
Multiplayer | GTAForums: GTA Online |
Useful links | Community portal • Discussion forums • GTA V Modding Forum • GTA5-Mods • Native Functions Database (alloc8or) |