The Driver Syndicate/Vehicles/Configuration File
Vehicle configuration scripts contain the names and handling properties of vehicles for the Driver Syndicate
Vehicle scripts are loaded from scripts/vehicles/
Fields
name
Name of the vehicle, could be any name but I guess it's now preffered to name as 'XX Name
, where XX is the year.
isCar
Indicates that the vehicle is a car and it does have engine. Default value is 1. Must be set to 0 if you making trailer.
isCop
Indicates that this is a cop car.
allowParked
Allows this vehicle to be spawned at parking slots. Default value is 1.
allowMusic
Allows this vehicle to play in-car music. Default value is 1.
cleanModel
Location of the .egf model that the vehicle uses.
damagedModel
Location of the .egf model the vehicle becomes when damaged. If none is present, the vehicle won't show damage.
wheelModel
Location of the .egf model for the wheel models
If none is present, uses "models/vehicles/wheel.egf";
wheelBodyGroup
Names of the bodygroups to be used.
Bodygroups come from the wheelmodel.
wheelBodyGroup "wheel";
for no hubcaps.
wheelBodyGroup "wheelUnhubbed" "wheelHubbed" "hubcap";
for hubcaps that can fall off.
reverseWarning
Enables reverse signal sound playing backwards gear is on. Default value is 0.
sirenSwitchable
When set to 0, makes cop AI to not switch sound of siren. Default is 1.
popupHeadlights
When enabled, it will try to check model for popupHeadlights and enable animation for it. Default is 0.
sounds
An array for the sounds a vehicle will use. Available fields are:
engine | Engine sound when the vehicle's accelerating (under load) |
engine_low | Engine sound when the vehicle's not accelerating |
engine_idle | Engine sound at idle RPM |
reverse_signal | For warning sounds made by reversing trucks. Uses default sound if not set |
brake_release | Sound for trucks releasing brakes. Not used if empty |
siren | Siren sound for emergency vehicles. Not used if empty |
horn | Horn sound |
Each field takes a name of sound script entry.
Camera
camera_height
How high the third person camera is from the center of the vehicle.
camera_distance
How far back the third person camera is from the center of the vehicle.
camera_angleX
Pitch angle of the third person camera.
camera_height_in
How high the bumper camera is from the center of the vehicle.
camera_distance_in
How far forwards the bumper camera is from the center of the vehicle.
camera_side_in
How far forwards the bumper camera is from the center of the vehicle when looking sideways.
visuals
An array to create the locations and properties of lights, occupants and engine/exhaust.
visuals
{
headlights 1 0.66 0.08 2.10 0.1;
brakelights 0 0.78 0.18 -2.25 0.09;
frontdimlights 0.9 0.07 1.90 0.1;
backdimlights 0.8 0.05 -2.30 0.09;
backlights 0.76 0.03 -2.31 0.09;
engine 0.0 0.1 2.1;
exhaust 0.4 -0.22 -2.2 2 1;
driver -0.35 0.15 -0.02;
passenger1 0.35 0.15 -0.02;
siren_lights 5 0.4 0.66 -0.32 0.11;
};
headlights | Vehicle headlights, first number tells split, 0 for single, 1 for horizontal, 2 for vertical. Second, third and fourth numbers tell the X, Y and Z coordinates of the light, fifth number tells the split distance. |
brakelights | Vehicle brakelights, uses 5 numbers like headlights. |
frontdimlights | Front turn signals, three numbers tell the X, Y and Z coordinates. |
backdimlights | Back turn signals, three numbers tell the X, Y and Z coordinates. |
backlights | Reverse lights, three numbers tell the X, Y and Z coordinates. |
engine | Where the engine smoke originates from a damaged vehicle. |
exhaust | Where the exhaust smoke originates from, first, second and third numbers tell the X, Y and Z coordinates, fourth number is for the smoke's direction, 0 for left, 1 for up, 2 for back, fifth number is for mirrored exhausts. |
driver | Position for the driver, first, second and third numbers tell the X, Y and Z coordinates. When not present it will not place driver model. |
passenger1 ... passenger4 | Position for the first passenger, first, second and third numbers tell the X, Y and Z coordinates. Up to 4 passengers can appear in one vehicle. |
siren_lights | Emergency lights for the vehicle, first number is type, 1 for single blue, 2 for single red, 3 for mirrored blue, 4 for mirrored red, 5 for red and blue Second, third and fourth numbers tell the X, Y and Z coordinates of the lights, fifth number denotes the width. You can add up to 4 siren_lights entries. |
hingePoints
Hinge points of a vehicle used for towing trailers (and other cars)
front | Three numbers for the X, Y and Z coordinates at the front bumper of the vehicle for others to tow it, mostly used for trailers. |
back | Three numbers for the X, Y and Z coordinates at the back bumper for a vehicle to tow other vehicles. |
useBodyColor
When set to 0 it will tell the game to not have any color. Deprecated and has no effect
colors
An array for the colors a vehicle can appear in.
The four digits for colors are Red, Green, Blue and Reflection Strength
Colors can be either a float from 0 to 1, or an integer from 0 to 255.
For single colors:
"Green" 0.47 0.6 0.24 1.0;
For dual colors:
"White and Red"
{
1 0.96 0.96 0.96 1.0;
2 0.35 0.18 0.15 0.5;
};
See color maps on how to make single or dual-color vehicles.
bodySize
The vehicle's size. Used for 2D shadows, detecting water collision, and AI detection.maybe
These numbers are based on the center of the vehicle, so they'll be half of its real dimensions.
There are three digits which represent its Width, Height and Length
center
The vehicle's offset from the center.
gravityCenter
The vehicle's center of gravity.
mass
The vehicle's mass. Not in KG or pounds.
inertiaScale
The vehicle's resistance to rotation, whether it be from steering or collisions. Default is 1.5
antiRoll
The vehicle's resistance to rolling, similar to a sway bar.
noseDownScale
Makes the vehicle pitch forwards when it jumps.
downForce
Makes the vehicle gain downwards momentum when driving.
engineType
Engine type, 0 = petrol, 1 = diesel, this will affect the acceleration curves.
gears
Gear ratios for the vehicle, lower = faster. First gear is reverse.
shiftAccelFactor
Percentage of acceleration a vehicle has during gear shifts, from 0 to 1.
differential
Final gear ratio, affects all gears.
transmissionRate
Affect's engine's power. somehow
torqueMultipler
The engine's power.
maxspeed
The speed where a vehicle's power diminishes.
In kilometers per hour.
burnoutMaxSpeed
The velocity where a vehicle's burnout is no longer effective.
In kilometers per hour.
suspensionLift
Lowers and raises the vehicle's resting position on its suspension. Basically shifts Y value of SuspensionBottom for all wheels.
steerSpeed
How fast a vehicle reaches full steering lock.
1 is default.
handbrakeScale
How much the handbrake makes the wheels slide.
1 is default.
wheels
An array for containing wheels, their coordinates, size, and other properties. Each wheel is its own array with the following:
SuspensionTop | The top of the suspension's coordinates, 3 numbers for X, Y and Z. |
SuspensionBottom | The bottom of the suspension's coordinates, 3 numbers for X, Y and Z. |
SuspensionSpringConstant | Suspension spring strength. |
SuspensionDampingConstant | Suspension damping. |
Radius | Wheel's radius. |
Width | Wheel's width, affects its contact point. |
CamberAngle | Camber angle of the wheel, positive values point the outside down. |
BrakeTorque | Brake strength of the wheel. |
Steer | Steering multiplier (percentage) value. Can be negative. 1.0 makes wheel turn by 40 degrees when Fast Steer is on. |
Drive | Whether or not the wheel's a drive wheel |
Handbrake | Whether or not the wheel's affected by the handbrake Handbrake strength is also affected by BrakeTorque |
WheelBodyGroup | Alternate name of body group that is taken from wheelModel. Perfect for trucks with different front and back wheels. |
BumpStopOfs | Cosmetic bump stop offset (for curb hit sound). Default is 0.6 |