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 default shared texture dictionary for all vehicles in the file. Always set to
The default shared clip dictionary for all vehicles in the file. Always unused.
The main vehicle data.
Name of the model file without extension.
Name of the texture dictionary without extension.
The name used in handling.meta. Any text string no more than 14 characters. By default, the handlingId consists of uppercase letters and numbers
Name corresponding to its GXT2 entry. Any text string no more than 11 characters. By default, the gameName consists of uppercase letters and numbers.
The GTX2 label of the vehicle maker's name, which 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|
Expression dictionary (.yed) name. Stores expression clips used to help animate certain bones with dependence on other bones. Available dictionary:
Expression clip name. Available names:
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:
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.
Disables window collisions when the roof is down. Available names:
The name of a .ypt ptfx asset file used by the vehicle. Usually formatted veh_carname
The model name of the vehicle whose sounds are inherited by the vehicle.
The layout defined in vehiclelayouts.meta used by the vehicle, affects the way peds enter, exit, and sit inside the vehicle.
Sets cover boundary extents for the vehicle. Defined in vehiclelayouts.meta
Controls the vehicle's explosion type, appearance, and damage. Defined in vehiclelayouts.meta
Used to spawn scenario peds and objects inside the vehicle.
The camera to be used by the vehicle. Note that vehicle's collisions may affect the height and distance of the camera, irrespective of the setting used.
The camera to be used when the player is aiming for a drive-by.
The camera used for the bonnet view if the player has it enabled in the settings.
The camera used for first person view.
First Person IK Offsets
Inverse kinematics offsets when in first person view.
The X, Y, and Z offsets used to align the first-person camera to the driver of the vehicle.
The extra offset to be used for PovCameraOffset when a rollcage is installed in the vehicle.
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 used to align the first-person camera to the rear passenger(s) of the vehicle.
The vfx preset used by the vehicle, controls the type of effects used for the vehicle such as exhaust fumes.
Disallows AI drivers of this vehicle to drive recklessly. Used for professional vehicles such as Ambulance, Bus, Boxville, etc.
Defines how big the vehicle's front wheels rim are to get correctly looking "blow up tires" effect.
Defines how big the vehicle's rear wheels rim are to get correctly looking "blow up tires" effect.
The minimum allowed dirtiness of the vehicle.
The maximum allowed dirtiness of the vehicle.
Sets the minimum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo.
Sets the maximum opacity of the vehicle's environmental effects, such as snow, rust, or the Fort Zancudo camo.
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.
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.
Controls the precision of damage/deformation mapping on the vehicle model. Higher values = more precise deformation.
Controls how profound the vehicle model's deformation can be.
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.
How sharp the wheels can turn visually. Does not affect actual turning radius.
The distance at which the vehicle's higher-resolution textures (contained in modelName+hi.ytd) should be loaded.
Distances LOD models will switch. 6 levels.
The distance at which the game can spawn an identical copy of the vehicle in cargen.
The maximum amount of vehicle copies the game can spawn in cargen using the same color set.
Default health of the vehicle. Always set to 1000.
The frequency of the vehicle spawning in cargen.
How cool the vehicle is, for AI response. 0 to 5. Higher values make it more likely for AI peds to take photos or positively comment on the vehicle. Names are case-sensitive.
Vehicle flags. Affects the vehicle's behavior. Names are case-sensitive.
|1||FLAG_BIG||Vehicle is large.|
|2||FLAG_NO_BOOT||Vehicle has no boot.|
|3||FLAG_ONLY_DURING_OFFICE_HOURS||Vehicle Will only spawn during office hours (06:00 - 20:00?) Flag is unused but is derivative from the IV flag onlyduringofficehours|
|4||FLAG_BOOT_IN_FRONT||The boot of the vehicle is in the front.|
|5||FLAG_IS_VAN||Vehicle is a van.|
|6||FLAG_AVOID_TURNS||AI driving the vehicle will try to avoid turning at intersections, unless no other path is available.|
|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.|
|12||FLAG_ONLY_ON_HIGHWAYS||Vehicle Will only spawn on highways. Flag is unused but is derivative from the IV flag onlyonhighways.|
|14||FLAG_SPAWN_ON_TRAILER||The vehicle can randomly spawn on the "tr2" trailer in traffic.|
|15||FLAG_SPAWN_BOAT_ON_TRAILER||The boat can randomly spawn on the "boattrailer" trailer in traffic.|
|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||The vehicle cycles between extras 1-3 at random. If extra1 is toggled on and extras 2 and 3 are toggled off, the front left and front right windows will be removed.|
|18||FLAG_EXTRAS_TAXI||The vehicle cycles between extras 5, 6 and 9 at random.|
|19||FLAG_EXTRAS_RARE||The vehicle can spawn with extras toggle on, but rarely.|
|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||The vehicle has extras that will never spawn at random and must be toggled on through script.|
|24||FLAG_EXTRAS_ALL||The vehicle always spawns with all extras toggled on.|
|26||FLAG_DONT_ROTATE_TAIL_ROTOR||Prevents the helicopter's tail rotor from rotating.|
|28||FLAG_PEDS_CAN_STAND_ON_TOP||Allows the player and AI peds to stand on top of the vehicle without ragdolling off.|
|30||FLAG_GEN_NAVMESH||Generates navmesh on the vehicle. Typically used on boats, trailers, and train cars.|
|33||FLAG_DRIVER_NO_DRIVE_BY||Prevents the driver from using any weapons in the vehicle.|
|34||FLAG_NO_RESPRAY||Removes the option to respray the vehicle in Los Santos Customs.|
|36||FLAG_RICH_CAR||Rich NPCs may be seen driving the vehicle in traffic.|
|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.|
|42||FLAG_DISABLE_THROUGH_WINDSCREEN||Prevents the player and AI peds from being ejected through the windshield during a crash.|
|44||FLAG_NO_BROKEN_DOWN_SCENARIO||The vehicle will never spawn as part of a WORLD_VEHICLE_BROKEN_DOWN scenario.|
|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.|
|49||FLAG_INCREASE_PED_COMMENTS||Causes AI peds to randomly comment on the vehicle more frequently.|
|51||FLAG_USE_FAT_INTERIOR_LIGHT||Increases the size and intensity of the vehicle's interior light.|
|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.|
|57||FLAG_BLOCK_FROM_ATTRACTOR_SCENARIO||The vehicle will never spawn as part of a WORLD_VEHICLE_ATTRACTOR scenario.|
|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.|
|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.|
|73||FLAG_IS_TANK||Makes the vehicle fireproof. AI peds will react to it as they would towards a tank.|
|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.|
|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.|
|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).|
|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||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||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||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||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||Added in b1180.|
|147||0x2028D687||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||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. 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||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||0x4C8630D9||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. 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. 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||The vehicle enables the butterfly valves on the supercharge when applying throttle. 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||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.|
Vehicle type. Affect the vehicle's behavior. Names are case-sensitive.
|0||VEHICLE_TYPE_CAR||Cars. Used for all non-special land vehicles.|
|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.|
|9||VEHICLE_TYPE_BLIMP||Blimps. Essentially a helicopter that can propel forwards.|
|10||VEHICLE_TYPE_AUTOGYRO||Autogyro. Appears to be glitchy. Unused.|
|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.|
Determines which side of the car the camera faces while viewing the plates category in Los Santos Customs. Names are case-sensitive.
|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.|
The layout of the vehicle's dashboard gauges/lights. Names are case-sensitive.
The class of the vehicle. Used for display text and race categories. Names are case-sensitive.
|0||VC_COMPACT||Compacts. Default class when the class is invalid or undefined.|
|4||VC_MUSCLE||Muscle. Hardcoded(since b1604) to enable the handbrake wheelie Advanced Flag on vehicles in this class.|
|11||VC_UTILITY||Utility. Also includes trailers.|
|22||VC_OPEN_WHEEL||Open Wheel. Added in b1868.|
Sets the default wheel type for the vehicle. Names are case-sensitive.
|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 the vehicle can tow and spawn towed in cargen. Use the trailer's model name.
Trailers the vehicle can tow but never spawn towed in cargen. Use the trailer's model name.
Specific peds that will always spawn driving the vehicle.
Model name of the ped.
User-given name for the ped. Likely for debug purposes.
Names are case-sensitive.
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.
Controls the door stiffness.
Target door index.
Forces the vehicle bumpers to collide with the map if there is contact. May cause a vehicle to be blocked by spike strips entirely.
If set to true the vehicle will be able to generate a rope 'model' and texture. Used for Cargobobs and Towtrucks.
Determines which extras on the vehicle must always spawn. Used with the flag
FLAG_EXTRAS_REQUIRE. Names are case-sensitive.
Applies visual effects to specific extras. Used for snow particles on North Yankton vehicles and litter particles on the Biff.
The extra to which the effect is attached to. Names are case-sensitive.
Name of the effect. Usable effects:
Position offset of the effect.
Range of the effect.
Minimum speed of the effect as the vehicle is moving.
Maximum speed of the effect as the vehicle is moving.
Reward you get for entering the vehicle, as defined by pickups.meta.
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.
Adds extra vfx water samples to specific components.
The position offset.
Size of the effects.
Index of the bone in the vehicle's skeletal hierarchy that the effect is attached to.
Bulldozer and Rhino set this to "CVehicleModelInfo__CVehicleOverrideRagdollThreshold".
Sets the maximum angle the steering wheel can turn.
Name and function unknown.
Controls the aiming boundaries for drive-bys in first person view, per seat. Defined in vehiclelayouts.meta
Offsets the lock-on target of the vehicle. By default it's set to the 0,0,0 point of the vehicle.
Controls how high the vehicle door is for arm lean animations.
Controls shared texture linkage. Commonly used to link interior texture dictionaries to vehicles
The parent texture dictionary.
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|
|parentdict1 -> childdict2->
parentdict2 -> childdict3
-> parentdict2 -> childdict4
-> parentdict2 -> childvehicle1
|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|