vehicle#
Defines a vehicle.
Hierarchy#
Valid Parent Blocks:
Possible Child Blocks:
ID Properties#
This block should have an ID.
Parameters#
animalTrailerSize#
- Type:
float
Sets the maximum total encumbrance from animals in the animal trailer. The horsebox and livestock trailers both use 500.
brakingForce#
- Type:
Any
No description
carMechanicsOverlay#
- Type:
string
No description
carModelName#
- Type:
string
Set the translation key for the car name. The translation entry needs to be stored inside the IG_UI translation file and have IGUI_VehicleName as a prefix.
For example:
carModelName = YourCar,
With the translation entry inside IG_UI.json:
{
"IGUI_VehicleNameYourCar": "Your car model"
}
centerOfMassOffset#
- Type:
Any
No description
engineForce#
- Type:
float
- Default:
3000
engineForce is 10x what is displayed in the mechanics menu for horsepower.
engineIdleSpeed#
- Type:
float
- Default:
750.0
No description
engineLoudness#
- Type:
integer
- Default:
100
No description
engineQuality#
- Type:
integer
- Default:
100
No description
engineRepairLevel#
- Type:
integer
Required mechanics skill level for repearing the vehicle’s engine.
engineRPMType#
- Type:
string
- Default:
jeep
Sets the engine to a RPM type (See vehicleEngineRPM block).
extents#
- Type:
array (array of float, separator: ‘ ‘)
No description
extentsOffset#
- Type:
array (array of float, separator: ‘ ‘)
No description
forcedColor#
- Type:
array (array of float, separator: ‘ ‘)
- Default:
-1 -1 -1
Sets a forced HSV color on the vehicle. The value needs to be of format hue sat val.
frontEndDurability#
- Type:
integer
- Default:
100
It is unclear what that parameter does but as of 42.16.3, the game uses frontEndHealth which is a mistake.
frontEndHealth#
- Type:
Any
No description
Warning
Deprecated
Use frontEndDurability instead.
While that parameter is present in vanilla scripts as of 42.16.3, it actually does nothing because it is not parsed as frontEndHealth but as frontEndDurability.
gearRatio1#
- Type:
float
- Default:
6.44
See gearRatioCount for more details.
gearRatio2#
- Type:
Any
- Default:
4.1
See gearRatioCount for more details.
gearRatio3#
- Type:
Any
- Default:
2.29
See gearRatioCount for more details.
gearRatio4#
- Type:
Any
- Default:
1.47
See gearRatioCount for more details.
gearRatio5#
- Type:
Any
- Default:
1.0
See gearRatioCount for more details.
gearRatio6#
- Type:
Any
See gearRatioCount for more details.
gearRatio7#
- Type:
Any
See gearRatioCount for more details.
gearRatio8#
- Type:
Any
See gearRatioCount for more details.
gearRatioCount#
- Type:
integer
- Default:
4
gearRatioCount will set the number of gear ratios the car can have. The vanilla cars use 4, while sport cars use 5.
A maximum of 9 ratios can be set with the parameters:
gearRatioR (the reverse gear ratio)
Those ratios take floats
gearRatioR#
- Type:
float
- Default:
7.09
See gearRatioCount for more details.
hasLighter#
- Type:
boolean
- Default:
True
Sets whenever this car has a lighter to light a cigarette.
hasSiren#
- Type:
boolean
- Attributes:
Useless
No description
isSmallVehicle#
- Type:
boolean
- Default:
True
No description
mass#
- Type:
float
- Default:
800
Sets the mass of the vehicle which will notably be used for various physic calculations.
By default is equal to 800. As a reference, a car has a mass of around 800, pickup trucks have around 1100, a simple trailer around 200, a burnt vehicle 400 or 500. See the game scripts for more examples. Values in excess of 1400 can cause vehicle wheels to start sinking into the ground and be unable to move.
maxSpeed#
- Type:
float
- Default:
20.0
No description
maxSpeedReverse#
- Type:
float
- Default:
40.0
No description
maxSuspensionTravelCm#
- Type:
float
- Default:
500.0
No description
mechanicType#
- Type:
integer
Defines what class the vehicle is, that is 1 for standard, 2 for heavy-duty and 3 for performance.
Allowed values:
1
2
3
neverSpawnKey#
- Type:
boolean
Sets whenever this vehicle will never have a key spawning in buildings or on zombies spawning around the vehicle.
notKillCrops#
- Type:
boolean
Sets whenever the vehicle will destroy crops it is driving on.
offRoadEfficiency#
- Type:
float
- Default:
1.0
Affects horsepower reduction when offroad (Higher = less horsepower reduction when offroad.)
physicsChassisShape#
- Type:
array (array of float, separator: ‘ ‘)
Defines the hitbox of the vehicle. The value should be three numbers defining the dimensions of a box:
physicsChassisShape = height width length,
For example:
physicsChassisShape = height width length,
When setting useChassisPhysicsCollision to false, it will instead use physics for the hitbox of the vehicle.
playerDamageProtection#
- Type:
float
Multiplier applied to the amount of damage the player takes when crashing in the car. A value of 1 doesn’t change the damage, but a lower value reduces it and a higher value increases it.
rearEndDurability#
- Type:
integer
- Default:
100
It is unclear what that parameter does but as of 42.16.3, the game uses rearEndHealth which is a mistake.
rearEndHealth#
- Type:
Any
No description
Warning
Deprecated
Use rearEndDurability instead.
While that parameter is present in vanilla scripts as of 42.16.3, it actually does nothing because it is not parsed as rearEndHealth but as rearEndDurability.
rollInfluence#
- Type:
float
- Default:
0.1
No description
seats#
- Type:
integer
- Default:
2
Sets the number of seats this vehicle can have. A seat part needs to be created which will hold a container block with a parameter seat
shadowExtents#
- Type:
array (array of float, separator: ‘ ‘)
No description
shadowOffset#
- Type:
array (array of float, separator: ‘ ‘)
No description
specialKeyRing#
- Type:
array (array of string, separator: ‘;’)
specialKeyRing needs to reference a keyring item to spawn. specialKeyRingChance is used to set the chance to spawn this keyring.
specialKeyRingChance#
- Type:
integer
See specialKeyRing for more details.
specialLootChance#
- Type:
integer
- Default:
8
No description
steeringClamp#
- Type:
float
- Default:
0.4
Maximum angle you can turn the front wheels left/right
steeringIncrement#
- Type:
float
- Default:
0.04
No description
stoppingMovementForce#
- Type:
float
- Default:
1.0
A drag factor applied to the vehicle at all times
storageCapacity#
- Type:
integer
- Default:
100- Attributes:
Useless
No description
suspensionCompression#
- Type:
float
- Default:
4.4
No description
suspensionDamping#
- Type:
float
- Default:
2.3
No description
suspensionRestLength#
- Type:
float
- Default:
0.6
No description
suspensionStiffness#
- Type:
float
- Default:
20.0
No description
template#
- Type:
Any
- Attributes:
Can be duplicated
Uses a template script data for this vehicle.
template!#
- Type:
Any
- Attributes:
Can be duplicated
No description
textureDamage1Overlay#
- Type:
string
No description
textureDamage1Shell#
- Type:
string
No description
textureDamage2Overlay#
- Type:
string
No description
textureDamage2Shell#
- Type:
string
No description
textureLights#
- Type:
string
No description
textureMask#
- Type:
string
No description
textureMaskEnable#
- Type:
boolean
- Attributes:
Useless
No description
textureRust#
- Type:
string
No description
textureShadow#
- Type:
string
No description
useChassisPhysicsCollision#
- Type:
boolean
- Default:
True
By default true which makes the vehicle use the physicsChassisShape for its hitbox. If set to false, it will instead use the physics blocks as the hitbox of the vehicle.
wheelFriction#
- Type:
float
- Default:
800.0
It is 1.2 to 1.9 for all vanilla vehicles and controls turning and stopping (but not acceleration) tire friction limits, with 1.4 being the most common. Values over 1.8 can cause vehicles to flip in sharp turns. (Likely depends somewhat on center of mass)
zombieType#
- Type:
array (array of string, separator: ‘;’)
Used to chose what zombie may spawn around the vehicle and is likely to have the key of the vehicle.