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This page holds the reference for the vehicle's XML definition file.
It lists the properties and tables that can be used to implement a vehicle class. Vehicle implementations are placed in 'Scripts/Entities/Vehicles/Implementations'. Please note that new definition files will only be recognized by the editor after restarting. However, for edits to an already existing xml file, 'Reload Scripts' will suffice.

Example base content for a vehicle xml implementation file:

<Vehicle name="MyVehicle" ... >
    <Physics mass="2500" pushable="0">
        <Buoyancy waterDensity="30" ... />
    </Physics>
    <Parts>
        <Part ...
        <Part ...
        ...
</Vehicle>

Global vehicle properties

Used as attributes for the <Vehicle> tag.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

show

Yes

bool

1 (true)

If false, the car can not be viewed or manually placed in the editor

actionMap

Yes

string

-

Action map for this vehicle. Action maps can also be defined per seat

viewDistRatio

Yes

int

50

isDestroyable

Yes

bool

1 (true)

Determines if a vehicle gets destroyed after being damaged

isOld *

Yes

bool

0 (false)

Here for compatibility, will be removed in the next major release

* This attribute is deprecated, it will be removed in the next major version

Physics

This is a table nested under <Vehicle>, it should be used as <Physics> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

mass

Yes

float

-

mass in kg

damping

Yes

float

-

physics damping

dampingFreefall

Yes

float

-

physics damping for freefall

gravityFreefall

Yes

vec3

-

gravity used for freefall

pushable

Yes

bool

-

Whether the vehicle is pushable by players

retainGravity

Yes

bool

-

If true, the gravity set at physicalization will be retained, overwriting e.g. gravity areas

Buoyancy

This is a table nested under <Vehicle><Physics>, it should be used as <Buoyancy> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

waterDensity

Yes

float

-

Specific water density

waterResistance

Yes

float

-

Precise water resistance

waterDamping

Yes

float

-

Simplified water damping

Simulation

This is a table nested under <Vehicle><Physics>, it should be used as <Simulation> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

maxTimeStep

Yes

float

-

minEnergy

Yes

float

-

maxLoggedCollisions

Yes

int

-

Components

This is an array table nested under <Vehicle>, it should be used as <Components> tags with child tags <Component> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Name of the component, it will serve as an identifier, it must exist and be unique

position

Yes

vec3

-

Position and size should be supplied together to define the box shaped area of the component

size

Yes

vec3

-

minBound *

Yes

vec3

-

'minBound' and 'maxBound' have been replaced by 'position' and 'size'.

maxBound *

Yes

vec3

-

'minBound' and 'maxBound' have been replaced by 'position' and 'size'.

useBoundsFromParts

Yes

bool

0 (false)

useDamageLevels

Yes

bool

1 (true)

When hit, only triggers the DamageBehaviors of this component when there is a change in the damage level. A component has 4 damage levels plus a '100% destroyed' level. Set to false to disable.

damageMax

Yes

float

0.0

hullAffection

Yes

float

1.0

Amount of damage that affects the main hull when this component is hit

major

Yes

bool

1 (true)

If disabled, it does not consider this component for the overall health of the vehicle and for some damage calculations/display

isOnlyDamageableByPlayer

Yes

bool

0 (false)

* This attribute is deprecated, it will be removed in the next major version

DamageMultipliers

See shared reference.

DamageBehaviors

See shared reference.

Parts

This is an array table nested under <Vehicle>, it should be used as <Parts> tags with child tags <Part> which of which have the properties described below.

A Part must define a 'class' property. According to the specified class, there are different properties and subtables that can be used to configure the part.

Attribute

Optional

Type

Default Value

Description

class

Yes

string

-

The type of the part. Part types follow an hierarchical structure, extending each other meaning that e.g. a 'SubPartWheel' has its own attributes and also the ones of a 'SubPart' and a 'Base'. A class may not actually use an attribute from the base. Class can be one of the following:

  • 'Base' (all other parts are also Base)
  • 'Static'
  • 'Animated'
  • 'AnimatedChar' (is an Animated)
  • 'AnimatedJoint'
  • 'Entity'
  • 'EntityDelayedDetach' (is an Entity)
  • 'EntityAttachment'
  • 'SubPart'
  • 'SubPartWheel' (is a SubPart)
  • 'SuspensionPart' (is a SubPart)
  • 'MassBox'
  • 'ParticleEffect'
  • 'Light'
  • 'PulsingLight' (is a Light)
  • 'Tread'
  • 'WaterRipplesGenerator'

Class Base

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Name of the part, must exist and be unique, it will be used as an identifier

helper

Yes

string

-

Helper where the part will be positioned. Only used by Static, Attachment, SubParts and WaterRipplesGenerator. For SubParts 'position' takes precedence over 'helper'

position

Yes

vec3

0,0,0

Position for this part in entity space. Only used by MassBox and SubParts. For SubParts 'position' takes precedence over 'helper'

useOption

Yes

int

-1

Only used by AnimatedJoint. Index of optional part to be used, if available

isHidden

Yes

bool

0 (false)

Hides the part from rendering

disableCollision

Yes

bool

0 (false)

Disables all collisions, useful e.g. for MassBox

disablePhysics

Yes

bool

0 (false)

Prevents the part from being physicalized as rigid

mass

Yes

float

0.0

Mass of this part, contributes for the overall mass of the vehicle, however the most common setup is to have only one part (hull, mass box) with mass assigned

density

Yes

float

-1.0

filename

Yes

string

Geometry or character filename to load

component

Yes

string

-

Component this part belongs to. A part can belong to multiple components, in that case use a 'Components' subtable

Components

This is an array table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <Components> tags with child tags <Component> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

value

Yes

string

-

Component name

Class Static

Static

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <Static> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

filename

Yes

string

-

filenameDestroyed

Yes

string

-

geometry

Yes

string

-

Class Animated

Animated

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <Animated> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

filename

Yes

string

-

filenameDestroyed

Yes

string

-

destroyedSuffix

Yes

string

-

ignoreDestroyedState

Yes

bool

0 (false)

Class AnimatedChar

empty - no specific attributes

Class AnimatedJoint

AnimatedJoint

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <AnimatedJoint> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

detachBaseForce

Yes

vec3

0.0, 0.0, 0.0

detachProbability

Yes

float

0.0

Dials

This is a table nested under <Vehicle><Parts><Part class="" ... ><AnimatedJoint>, it should be used as <Dials> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

rotationMax

Yes

float

0.0

Rotation max

ofs

Yes

float

0.0

Rotation offset for dials

Class Entity

Entity

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <Entity> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

index

Yes

int

-

id

Yes

int

-

Same as 'index', used if 'index' is not found

name

Yes

string

-

archetype

Yes

string

-

helper

Yes

string

-

collideWithParent

Yes

bool

1 (true)

detachInsteadOfDestroy

Yes

bool

0 (false)

Class EntityDelayedDetach

empty - no specific attributes

Class EntityAttachment

empty - no specific attributes

Class SubPart

SubPart

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <SubPart> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

filename

Yes

string

-

geometryname

Yes

string

-

Class SubPartWheel

SubPartWheel

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <SubPartWheel> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

suspLenght

Yes

float

0.0

Suspension lenght

slipFrictionMod

Yes

float

0.0

slipSlope

Yes

float

1.0

rimRadius

Yes

float

0.0

torqueScale

Yes

float

1.0

axle

Yes

int

-

Unused

density

Yes

float

-

damping

Yes

float

-

suspension damping, if 0 calculate as -kdamping*(approximate zero oscillations damping)

lenInit

Yes

float

-

current suspension length (assumed to be length in rest state)

lenMax

Yes

float

-

relaxed suspension length

maxFriction

Yes

float

-

additional friction limits for tire friction

minFriction

Yes

float

-

additional friction limits for tire friction

latFriction

Yes

float

-

coefficient for lateral friction

stiffness

Yes

float

-

suspension stiffness, if 0 calculate from lenMax, lenInit and vehicle mass and geometry

surfaceId

Yes

float

-

surface identifier (used if corresponding CGeometry does not contain materials)

stiffnessWeight

Yes

float

1.0

When autocalculating stiffness use this weight for this wheel. Note that weights for wheels in front of the centre of mass do not influence the weights of wheels behind the centre of mass

canBrake

Yes

int

1

whether the wheel is locked during handbrakes

canSteer

Yes

int

1

whether the wheel can be steered by the driving wheel

driving

Yes

int

0

whether wheel is driving

rayCast

Yes

int

0

whether the wheel use simple raycasting instead of geometry sweep check

Class Suspension Part

SubPart

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <SubPart> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

geometryname

Yes

string

-

The name of the parent AnimatedPart. SuspensionPart needs to have an AnimatedPart as a parent

IK

This is a table nested under <Vehicle><Parts><Part class="" ... ><SubPart>, it should be used as <IK> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

target

Yes

string

-

targetHelper

Yes

string

-

offset

Yes

vec3

-

mode

Yes

string

stretch

Possible values are: {'rotate', 'stretch', 'snap', }

ignoreTargetRotation

Yes

bool

0 (false)

Set to 1 to not use the target's rotation (i.e. for wheels)

Class MassBox

MassBox

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <MassBox> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

size

Yes

vec3

1.0, 2.0, 0.75

drivingOffset

Yes

float

0.0

Offset used in the Z axis while driving

Class ParticleEffect

ParticleEffect

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <ParticleEffect> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

id

Yes

int

-

particleEffect

Yes

string

-

helper

Yes

string

-

Class Light

Light

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <Light> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

type

Yes

string

-

See the definition files in Scripts/Entities/Vehicles/Lights for more info. Possible values are: {'"Brake"', '"Brake_Flare"', '"Reverse"', '"Park"', '"Headlight"', '"HeadlightFill"', '"HeadlightFillSmall"', '"HeadLightBeam"', '"Headlight_Flare"', '"WarningLight"', '"BoatNavGreen"', '"BoatNavGreen_Surround"', '"HeliGreen"', '"HeliWhite"', '"HeliWhiteFlash"', '"HeliRed"', '"HeliRedFlash"', }

Class PulsingLight

PulsingLight

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <PulsingLight> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

minColorMult

Yes

float

-

toggleOnMinDamageRatio

Yes

float

-

colorMultSpeed

Yes

float

-

toggleStageTwoMinDamageRatio

Yes

float

-

colorMultSpeedStageTwo

Yes

float

-

Class Tread

Attribute

Optional

Type

Default Value

Description

component

Yes

string

-

Tread

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <Tread> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

filename

Yes

string

-

uvSpeedMultiplier

Yes

float

0.0

materialName

Yes

string

-

Class WaterRipplesGenerator

WaterRipplesGen

This is a table nested under <Vehicle><Parts><Part class="" ... >, it should be used as <WaterRipplesGen> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

scale

Yes

float

1.0

strength

Yes

float

1.0

minMovementSpeed

Yes

float

1.0

moveForwardOnly

Yes

bool

0 (false)

Helpers

This is an array table nested under <Vehicle>, it should be used as <Helpers> tags with child tags <Helper> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Helper name that will serve as identifier, it must be unique. If empty or repeated, the helper will be ignored.

position

Yes

vec3

0,0,0

Helper position relative to the vehicle pivot

direction

Yes

vec3

0,0,0

Helper direction

part

Yes

string

-

Vehicle part to attach this helper to. If empty or if the part with the specified name can not be found, the helper will be ignored.

Actions

This is an array table nested under <Vehicle>, it should be used as <Actions> tags with child tags <Action> which of which have the properties described below.

An Action must have a 'class' with one of the following values. All classes support common attributes as part of the Action tag, and *must* have a child tag with the name of the class, except for 'Flip' and 'AutoAimTarget'.

Attribute

Optional

Type

Default Value

Description

class

Yes

string

-

If not supplied, this action will be ignored. Possible values are:

  • 'AutoAimTarget' ( Makes the vehicle a target for auto assist )
  • 'AutomaticDoor'
  • 'Enter'
  • 'EntityAttachment'
  • 'Flip' ( Action to recover a vehicle by flipping it over )
  • 'LandingGears'

Common to all <Action> tags:

Activations

This is an array table nested under <Vehicle><Actions><Action>, it should be used as <Activations> tags with child tags <Activation> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

type

Yes

string

-

Activation type: {'OnGroundCollision', 'OnUsed', }

param1

Yes

string

-

Possible values are: {'part', 'component', }

param2

Yes

string

-

The name of the component or part

distance

Yes

float

1.5

Class specific:

Class AutoAimTarget

Attribute

Optional

Type

Default Value

Description

PrimaryBoneName

Yes

string

-

SecondaryBoneName

Yes

string

-

PhysicsBoneName

Yes

string

-

FallbackOffset

Yes

float

1.2

InnerRadius

Yes

float

0.4

OuterRadius

Yes

float

0.8

SnapRadius

Yes

float

2.0

SnapRadiusTagged

Yes

float

2.0

Class AutomaticDoor

AutomaticDoor

This is a table nested under <Vehicle><Actions><Action class="" ... >, it should be used as <AutomaticDoor> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

animation

Yes

string

-

timeMax

Yes

float

-

disabled

Yes

bool

0 (false)

Class Enter

Enter

This is a table nested under <Vehicle><Actions><Action class="" ... >, it should be used as <Enter> tags with the properties described below.

Action to enter a vehicle seat.

Seats

This is an array table nested under <Vehicle><Actions><Action class="" ... ><Enter>, it should be used as <Seats> tags with child tags <Seat> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

value

Yes

string

-

Seat name

Class EntityAttachment

EntityAttachment

This is a table nested under <Vehicle><Actions><Action class="" ... >, it should be used as <EntityAttachment> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

helper

Yes

string

-

class

Yes

string

-

Class of the entity to spawn

Class Flip

empty - no specific attributes

Class LandingGears

LandingGears

This is a table nested under <Vehicle><Actions><Action class="" ... >, it should be used as <LandingGears> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

altitudeToRetractGears

Yes

float

0.0

landingDamages

Yes

float

0.0

velocityMax

Yes

float

0.0

blockPartRotation

Yes

string

-

isOnlyAutoForPlayer

Yes

bool

0 (false)

Seats

This is an array table nested under <Vehicle>, it should be used as <Seats> tags with child tags <Seat> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Seat name, it must exist and be unique.

actionMap

Yes

string

-

locked

Yes

string

Unlocked

Locks the seat to a specific condition, eg. disallow AI to use this seat. Possible values are: {'Unlocked', 'AI', 'Players', 'All', }

seatGroupIndex

Yes

int

1

isDriver

Yes

bool

0 (false)

If true, this seat is the driver seat

isRemoteControlled

Yes

bool

0 (false)

isPassengerShielded

Yes

bool

0 (false)

If set, the passenger always takes 0 damage

isPassengerExposed

Yes

bool

0 (false)

If set, the passenger is killed when vehicle flips over (AI or player) or with direct explosion hits (AI only)

isPassengerHidden

Yes

bool

0 (false)

TransformViewOnExit

Yes

bool

1 (true)

enterInFirstPerson

Yes

bool

1 (true)

exitInFirstPerson

Yes

bool

1 (true)

movePassengerOnExit

Yes

bool

1 (true)

ragdollOnDeath

Yes

bool

0 (false)

disableStopAllAnimationsOnEnter

Yes

bool

0 (false)

exitOffsetPlayer

Yes

vec3

0,0,0

Optional offset for player exiting, added to regular exit pos

usesSeatForEntering

Yes

string

-

remotelyUseActionsFromSeat

Yes

string

-

Allow the passenger to remotely use seat actions from another seat when no one uses that other seat.

explosionShakeMult

Yes

float

1.0

Multiplier for explosion camera shakes

AimPart

Yes

string

-

If set, the view follows this part.

AutoAim

Yes

bool

0 (false)

updatePassengerTM

Yes

bool

1 (true)

Allow seat to update passenger's transform matrix.

sitHelper

Yes

string

-

Sit position

enterHelper

Yes

string

-

Helper for entering position

exitHelper

Yes

string

-

Optional helper for seperate exit position

aiVisionHelper

Yes

string

-

Position where AI begin their vision raytracing

part *

Yes

string

-

Optional part this seat is attached to

useBoundsForEntering *

No

??

-

agVehicleName *

No

??

-

agSeatNumber *

No

??

-

* This attribute is deprecated, it will be removed in the next major version

aimPartHands (deprecated)

This is an array table nested under <Vehicle><Seats><Seat>, however it is deprecated and it should no longer be used.

Views

This is an array table nested under <Vehicle><Seats><Seat>, it should be used as <Views> tags with child tags <View> which of which have the properties described below.

A View must have a 'class' with one of the following values. All view classes suport common attributes as part of the View tag and *must* have a child tag with the name of the class.

Attribute

Optional

Type

Default Value

Description

class

Yes

string

-

Possible values are:

  • 'FirstPerson'
  • 'ThirdPerson'
  • 'ActionThirdPerson'
  • 'SteerThirdPerson'

Common properties to all <View> tags:

Attribute

Optional

Type

Default Value

Description

rotationBoundsActionMult

Yes

float

0.0

When this feature is used, actions are created using this multiplier when the view rotation is pushing its boundaries

canRotate

Yes

bool

false

If true, the view can be rotated

rotationInit

Yes

vec3

0,0,0

around the x, y and z axis in degrees

rotationMax

Yes

vec3

0,0,0 or 85,0,85 if it is third person

Max rotation around the x, y and z axes in degrees. eg. last (z) value represents max rotation to the left

rotationMin

Yes

vec3

0,0,0 or -max

Max rotation in inverse direction around the x, y and z axes in degrees eg. last (z) value represents max rotation to the right. It is suggested to not specify this field, so that it will mirror automatically the Max setting. The rotationMax must be set for Min to work

delayTimeMax

Yes

float

0.3

relaxTimeMax

Yes

float

0.4

rotationVelMax

Yes

float

1.0

rotationVelMin

Yes

float

1.0

hidePlayer

Yes

bool

false

isAvailableRemotely

Yes

bool

false

relaxEnabled

Yes

bool

false

HideParts

This is an array table nested under <Vehicle><Seats><Seat><Views><View>, it should be used as <HideParts> tags with child tags <HidePart> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

value

Yes

string

-

Name of the part to hide

Properties for each specific View class child tag:

Class FirstPerson

FirstPerson

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... >, it should be used as <FirstPerson> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

offset

Yes

vec3

0,0,0

hidePlayer

Yes

bool

false or set on View

Disable vehicle rendering of the player, always enabled when hideVehicle is enabled.

hideVehicle

Yes

bool

false

Disable vehicle rendering on the client, hides player as well.

relativeToHorizon

Yes

float

0.0

followSpeed

Yes

float

4.0

fov

Yes

float

55.0

Camera Field Of View, in degrees

helper

Yes

string

-

A helper to attach the camera to. If named 'auto', creates and uses a helper 0.625 above the seat helper

characterBone

Yes

string

-

frameObject

Yes

string

-

Load a geometry or character object

frameObjectOffset

Yes

string

0,0.18,0.01

Class ThirdPerson

ThirdPerson

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... >, it should be used as <ThirdPerson> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

distance

Yes

float

0.0

speed

Yes

float

5.0

heightOffset

Yes

float

1.5

Class ActionThirdPerson

ActionThirdPerson

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... >, it should be used as <ActionThirdPerson> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

heightAboveWater

Yes

float

0.0

heightOffset

Yes

float

1.5

cameraAimOffset

Yes

vec3

0,0,0

cameraPosOffset

Yes

vec3

0,0,0

lagSpeed

Yes

float

1.0

velocityMult

Yes

vec3

0,0,0

verticalFilter

Yes

float

0.2

verticalFilterOffset

Yes

float

0.0

Class SteerThirdPerson

SteerThirdPerson

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... >, it should be used as <SteerThirdPerson> tags with the properties described below.

Pos

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... ><SteerThirdPerson>, it should be used as <Pos> tags with the properties described below.

Settings for the view position.

Attribute

Optional

Type

Default Value

Description

aim

Yes

vec3

0,0,0

Camera aim position relative to the vehicle

offset

Yes

vec3

0,0,0

Camera position relative to the aim location

pivotOffset

Yes

float

0.0

Offset the aim pivot points in the z direction

Rotation

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... ><SteerThirdPerson>, it should be used as <Rotation> tags with the properties described below.

Settings for the view rotation.

Attribute

Optional

Type

Default Value

Description

canRotate

Yes

bool

1 (true)

If set the false, the view can not be rotated. This view does not respond to the common canRotate View attribute

rotationMax

Yes

vec3

10,0,90

Rotation limit around x, y and z, in degrees, for zero and low speeds. The value is applied in both directions, eg. if the z component is 90, the rotation will be limited to 90 degrees to the right and another 90 to the left. This view never rotates around y and it does not use the common attribute for rotationMax and rotationMin

rotationMax2

Yes

vec3

one third of rotationMax

Rotation limit around x, y and z axes in degrees for max speed. In-between speeds will have a blended maximum rotation

stickSensitivity

Yes

vec3

0.5,0.5,0.5

Joystick sensitivity for rotating the view at zero and low speeds. The y component has no effect

stickSensitivity2

Yes

vec3

0.5,0.5,0.5

Joystick sensitivity for rotating the view at high speed. Intermediate speeds will have a blended value of sensitivity

inheritedElev

Yes

float

0.2

How much to inherit from the target's elevation angle

Motion

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... ><SteerThirdPerson>, it should be used as <Motion> tags with the properties described below.

Settings for the view's angular spring as response to rotation.

Attribute

Optional

Type

Default Value

Description

returnSpeed

Yes

float

0.0

Angular spring back to default at zero and low speeds.

returnSpeed2

Yes

float

0.0

Angular spring back to default at high speed. Intermediate speeds will have a blended value

angFollow

Yes

float

0.0

Angular speed for the correction

Radius

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... ><SteerThirdPerson>, it should be used as <Radius> tags with the properties described below.

Settings for the inertia spring, as response to acceleration.

Attribute

Optional

Type

Default Value

Description

min

Yes

float

0.9

Minimum distance for inertia spring (maximum compression). The value is a fraction to the default radius

max

Yes

float

1.1

Maximum distance for inertia spring (maximum extension). The value is a fraction to the default radius

relaxRate

Yes

float

10.0

Rate at which to relax back into the default radius

dampRate

Yes

float

1.0

Damp rate for the inertia spring

velInfluence

Yes

float

0.1

Influence that the velocity has in the inertia spring. Should be between 0 and 1

Backwards

This is a table nested under <Vehicle><Seats><Seat><Views><View class="" ... ><SteerThirdPerson>, it should be used as <Backwards> tags with the properties described below.

Settings for when driving backwards.

Attribute

Optional

Type

Default Value

Description

clamp

Yes

bool

1 (true)

Set to false to disable rotation limits when going backwards

returnSpring

Yes

bool

1 (true)

Set to false to disable the rotation return spring when going backwards

Transitions

This is a table nested under <Vehicle><Seats><Seat>, it should be used as <Transitions> tags with the properties described below.

TODO

SeatActions

This is an array table nested under <Vehicle><Seats><Seat>, it should be used as <SeatActions> tags with child tags <SeatAction> which of which have the properties described below.

A SeatAction must have a 'class' with one of the following values. All classes suport common attributes as part of the SeatAction tag and have related child properties and tables

Attribute

Optional

Type

Default Value

Description

class

Yes

string

-

If not supplied, this action will be ignored. Possible values are:

  • 'Animation'
  • 'DeployRope'
  • 'Lights'
  • 'Movement'
  • 'OrientateBoneToView'
  • 'OrientatePartToView'
  • 'PassengerIK'
  • 'PassiveAnimation'
  • 'RotateBone'
  • 'RotateTurret'
  • 'ShakeParts'
  • 'Sound'
  • 'SteeringWheel'
  • 'WeaponsBone'
  • 'Weapons'

Common properties to all <SeatAction> tags:

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

The name of the action, necessary for DisableSeatAction damage behavior

isAvailableRemotely

Yes

bool

-

Used to enable remote usability of the SeatAction

Class specific properties:

Class Animation

Animation

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <Animation> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

vehicleAnimation

Yes

string

-

control

Yes

string

-

Possible values are: {'roll', }

manualUpdate

Yes

bool

1 (true)

speed

Yes

float

1.0

Class PassiveAnimation

Attribute

Optional

Type

Default Value

Description

FragmentID

Yes

string

-

Class DeployRope

DeployRope

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <DeployRope> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

animation

Yes

string

-

helper

Yes

string

-

Class Lights

Lights

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <Lights> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

activation

Yes

string

-

Possible values are: {'toggle', 'brake', 'reverse', }

sound

Yes

int

1

For toggle action, used for on and off

onSound

Yes

int

1

For brake or reverse

offSound

Yes

int

1

For brake or reverse

LightParts

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><Lights>, it should be used as <LightParts> tags with child tags <LightPart> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

value

Yes

string

-

Name of the light part

Class OrientateBoneToView

Attribute

Optional

Type

Default Value

Description

MoveBone

Yes

string

-

LookBone

Yes

string

-

Sluggishness

Yes

float

0.0

MoveBoneBaseOrientation

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <MoveBoneBaseOrientation> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

x

Yes

float

-

x,y,z rotation

y

Yes

float

-

x,y,z rotation

z

Yes

float

-

x,y,z rotation

Class OrientatePartToView

Parts

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <Parts> tags with child tags <Part> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

orientationAxis

Yes

vec3

1.0,1.0,1.0

Class RotateBone

Attribute

Optional

Type

Default Value

Description

AutoAimStrengthMultiplier

Yes

float

-

NetworkSluggishness

Yes

float

-

SpeedMultiplier

Yes

float

-

soundFP

Yes

string

-

soundTP

Yes

string

-

soundParam

Yes

string

-

idealRotationSpeedForSound

Yes

float

180.0

soundRotSpeedSmoothTime

Yes

float

-

settlePitch

Yes

float

-

settleDelay

Yes

float

-

settleTime

Yes

float

-

MoveBone

Yes

string

-

MoveBoneBaseOrientation

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <MoveBoneBaseOrientation> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

x

Yes

float

-

x,y,z rotation

y

Yes

float

-

x,y,z rotation

z

Yes

float

-

x,y,z rotation

PitchLimit

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <PitchLimit> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

min

Yes

float

-

max

Yes

float

-

Class RotateTurret

RotateTurret

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <RotateTurret> tags with the properties described below.

Pitch

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><RotateTurret>, it should be used as <Pitch> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

part

No

string

-

Vehicle part to rotate (pitch)

speed

Yes

float

-

Rotation speed

accel

Yes

float

-

Rotation acceleration

worldSpace

Yes

bool

-

Use world space rotations

Limits

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><RotateTurret><Pitch>, it should be used as <Limits> tags with child tags <Limit> which of which have the properties described below.

Min/Max limits for rotation.

Sound

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><RotateTurret><Pitch>, it should be used as <Sound> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

event

No

string

-

sound event name

eventDamage

Yes

string

-

event name for damage sound

helper

Yes

string

-

sound helper

param

Yes

string

-

sound param name

Yaw

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><RotateTurret>, it should be used as <Yaw> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

part

No

string

-

Vehicle part to rotate (yaw)

speed

Yes

float

-

Rotation speed

accel

Yes

float

-

Rotation acceleration

worldSpace

Yes

bool

-

Use world space rotations

Limits

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><RotateTurret><Yaw>, it should be used as <Limits> tags with child tags <Limit> which of which have the properties described below.

Min/Max limits for rotation.

Sound

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><RotateTurret><Yaw>, it should be used as <Sound> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

event

No

string

-

sound event name

eventDamage

Yes

string

-

event name for damage sound

helper

Yes

string

-

sound helper

param

Yes

string

-

sound param name

RotationTest

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><RotateTurret>, it should be used as <RotationTest> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

helper1

Yes

string

-

helper2

Yes

string

-

radius

Yes

float

-

Class ShakeParts

Parts

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <Parts> tags with child tags <Part> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

amp

Yes

??

0.0

ampRot

Yes

??

0.0

freq

Yes

??

0.0

suspensionAmp

Yes

??

0.0

suspensionResponse

Yes

??

0.0

suspensionSharpness

Yes

??

0.0

Class PassengerIK

PassengerIK

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <PassengerIK> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

waitShortlyBeforeStarting

Yes

float

0

Limbs

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><PassengerIK>, it should be used as <Limbs> tags with child tags <Limb> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

limb

Yes

string

-

limb name

helper

Yes

string

-

Class Sound

Audio

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <Audio> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

startTrigger

Yes

string

-

stopTrigger

Yes

string

-

helper

Yes

string

-

Class SteeringWheel

SteeringWheel

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <SteeringWheel> tags with the properties described below.

This table must have subtable 'Car' *or* 'Actions'.

Actions

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><SteeringWheel>, it should be used as <Actions> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

steeringRelaxMult

Yes

float

1.0

steeringForce

Yes

float

1.0

Car

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><SteeringWheel>, it should be used as <Car> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

jitterFreqLow

Yes

float

0.0

jitterFreqHi

Yes

float

0.0

jitterAmpLow

Yes

float

0.0

jitterAmpHi

Yes

float

0.0

jitterSuspAmp

Yes

float

0.0

jitterSuspResponse

Yes

float

0.0

Class Weapons

Weapons

This is a table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... >, it should be used as <Weapons> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

respawnTime

Yes

float

-

isSecondary

Yes

bool

-

mounted

Yes

bool

-

shotDelay

Yes

float

-

disablesShootToCrosshair

Yes

bool

-

attackInput

Yes

string

-

Possible values are: {'primary', 'secondary', }

Weapons

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><Weapons>, it should be used as <Weapons> tags with child tags <Weapon> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

class

Yes

string

-

part

Yes

string

-

inheritVelocity

Yes

bool

-

animSubContext

Yes

string

-

Helpers

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><Weapons><Weapons><Weapon class="" ... >, it should be used as <Helpers> tags with child tags <Helper> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

value

Yes

string

-

Helper name

Actions

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><Weapons><Weapons><Weapon class="" ... >, it should be used as <Actions> tags with child tags <Helper> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Animations

This is an array table nested under <Vehicle><Seats><Seat><SeatActions><SeatAction class="" ... ><Weapons><Weapons><Weapon class="" ... ><Actions><Helper class="" ... >, it should be used as <Animations> tags with child tags <Animation> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Mannequin

This is a table nested under <Vehicle><Seats><Seat>, it should be used as <Mannequin> tags with the properties described below.

This table needs a controller defined in the external Mannequin tag, outside Seats.

Attribute

Optional

Type

Default Value

Description

Idle

Yes

string

-

ExitOffset

Yes

string

-

Animations

This is a table nested under <Vehicle><Seats><Seat>, it should be used as <Animations> tags with the properties described below.

TODO

Sounds

This is a table nested under <Vehicle><Seats><Seat>, it should be used as <Sounds> tags with the properties described below.

TODO

SeatGroups

This is an array table nested under <Vehicle>, it should be used as <SeatGroups> tags with child tags <SeatGroup> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

keepEngineWarm

Yes

bool

0 (false)

Allows player to switch seat from driver while keeping the car working

Seats

This is an array table nested under <Vehicle><SeatGroups><SeatGroup>, it should be used as <Seats> tags with child tags <Seat> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

value

Yes

string

-

Name of the seat

MovementParams

This is a table nested under <Vehicle>, it should be used as <MovementParams> tags with the properties described below.

This table defines the movement type of the Vehicle, it requires a child tag named after a valid movement type, e.g. <MovementParams><StdWheeled> ...

Valid movement types are:

  • StdWheeled
  • ArcadeWheeled
  • StdTank
  • Tank
  • StdBoat
  • Helicopter
  • MPVTOL
  • DummyMovement

StdWheeled

This is a table nested under <Vehicle><MovementParams>, it should be used as <StdWheeled> tags with the properties described below.

Following are the common properties to all movement types except 'DummyMovement'. They must be inside the movement type tag.

Attribute

Optional

Type

Default Value

Description

keepEngineOn

Yes

bool

0 (false)

If set to true, the engine will not turn of when the driver leaves

engineIgnitionTime

Yes

float

1.6

Animations

This is a table nested under <Vehicle><MovementParams><StdWheeled>, it should be used as <Animations> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

engine

No

string

-

SoundParams

This is a table nested under <Vehicle><MovementParams><StdWheeled>, it should be used as <SoundParams> tags with the properties described below.

Common to all:

Attribute

Optional

Type

Default Value

Description

engineSoundPosition

Yes

string

-

Helper name for the position used to emit the engine sound

rpmPitchSpeed

Yes

float

-

Speed for rpm interpolation, usually used with pedal

runSoundDelay

Yes

float

-

Delay for start of run/ambient sound

Specific to StdWheeled:

Attribute

Optional

Type

Default Value

Description

roadBumpMinSusp

Yes

float

-

Threshold in suspension compression for bump sounds

roadBumpMinSpeed

Yes

float

-

Vehicle min speed for bump sounds

roadBumpIntensity

Yes

float

-

sound param

airbrake

Yes

float

-

braking time threshold for airbrake sound

Boost

This is a table nested under <Vehicle><MovementParams><StdWheeled>, it should be used as <Boost> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

endurance

Yes

float

-

regeneration

Yes

float

-

strength

Yes

float

-

AirDamp

This is a table nested under <Vehicle><MovementParams><StdWheeled>, it should be used as <AirDamp> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

dampAngle

Yes

vec3

-

Angle correction when in midair

dampAngVel

Yes

vec3

-

Angular velocity damping when in midair

Eject

This is a table nested under <Vehicle><MovementParams><StdWheeled>, it should be used as <Eject> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

maxTippingAngle

No

float

-

Vehicle angle at which players are ejected (0 = don't eject)

timer

No

float

-

Time vehicle has to be at that angle before ejecting players

Following are the properties specific to StdWheeled:

Attribute

Optional

Type

Default Value

Description

steerSpeed

No

float

-

Turn speed for wheels at vMax

steerSpeedMin

No

float

-

Initial turn speed for wheels

steerSpeedScale

No

float

-

[deprecated]

steerSpeedScaleMin

No

float

-

[deprecated]

kvSteerMax

No

float

-

Steering angle gets reduced by this amount

v0SteerMax

No

float

-

Max steering angle for wheels

steerRelaxation

No

float

-

Relaxation speed

vMaxSteerMax

No

float

-

Speed where steering angle is reduced by full kvSteerMax

pedalLimitMax

No

float

-

Additional pedal limitation at maximum steer

rpmInterpSpeed

Yes

float

-

speed for RPM interpolation

rpmRelaxSpeed

Yes

float

-

speed for RPM relaxing to idle

rpmGearShiftSpeed

Yes

float

-

speed for RPM relaxing during gearshifts

isBreakingOnIdle

Yes

bool

-

Wheeled

This is a table nested under <Vehicle><MovementParams><StdWheeled>, it should be used as <Wheeled> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

axleFriction

No

int

-

Torque caused by internal friction in axle and gearbox, during driving

axleFrictionMax

Yes

int

-

Torque caused by internal friction in axle and gearbox, during idle

brakeTorque

No

int

-

Torque used when pedal is applied in reverse direction

brakeImpulse

Yes

float

-

Impulse applied when pedal is applied in reverse direction

clutchSpeed

No

float

-

Speed for clutch releasing

damping

No

float

-

Overall damping in physics, 0 or very small usually

engineIdleRPM

No

int

-

RPM when engine is idle

engineMaxRPM

No

int

-

Maximum engine RPM

engineMinRPM

No

int

-

Minimum engine RPM before engine stalls

enginePower

No

int

-

Power in kW

engineShiftDownRPM

No

int

-

Highest RPM where engine can shift down

engineShiftUpRPM

No

int

-

Smallest RPM where engine can shift up

engineStartRPM

No

int

-

RPM after engine started

integrationType

Yes

float

0.0

Overall damping in physics, 0 or very small usually

stabilizer

No

float

-

Multiplier for suspension force when opposite susps have different lengths

minBrakingFriction

Yes

float

-

Minimum friction during handbrakes

maxSteer

No

float

-

Maximum steering angle in radians

maxTimeStep

No

float

-

Max timestep that the entity is allowed to make

minEnergy

No

float

-

Minimum energy before the entity can be put asleep

slipThreshold

No

float

-

Ratio at which wheels are considered slipping

gearDirSwitchRPM

No

int

-

Maximum wheel rpm at which gear direction can be changed

dynFriction

No

float

-

Multiplier for dynamic friction

latFriction

Yes

float

-

Lateral friction multiplier

steerTrackNeutralTurn

Yes

float

-

Neutral turn steering angle for tanks, should be same as maxSteer currently

suspDampingMin

Yes

float

-

Suspension damping at zero speed

suspDampingMax

Yes

float

-

Suspension damping at max speed

suspDampingMaxSpeed

Yes

float

-

Max speed for susp damping increasing

stabiMin

Yes

float

-

Stabi at 0 speed

stabiMax

Yes

float

-

Stabi at max speed

maxSpeed

Yes

float

-

Approximated maximum speed

maxGear

Yes

int

-

Max forward gear to use

maxBrakingFriction

Yes

float

-

Maximum friction during handbrakes

pullTilt

Yes

float

-

Angle that driving force is tilted downwards

gearRatios

This is an array table nested under <Vehicle><MovementParams><StdWheeled><Wheeled>, it should be used as <gearRatios> tags with child tags <gearRatio> which of which have the properties described below.

Gear ratios. 1 backward, 2 neutral, 3 to n forward.

ArcadeWheeled

This is a table nested under <Vehicle><MovementParams>, it should be used as <ArcadeWheeled> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

isBreakingOnIdle

Yes

bool

-

steerSpeed

Yes

float

-

Speed at which the wheels reach full turning lock at vMaxSteerMax

steerSpeedMin

Yes

float

-

Speed at which the wheels reach full turning lock at zero speed

steerSpeedScale

Yes

float

-

Scale for steering sensitivity at vMaxSteerMax

steerSpeedScaleMin

Yes

float

-

Scale for steering sensitivity at zero speed

kvSteerMax

Yes

float

-

Amount of steering, in degrees, subtracted from v0SteerMax when vehicle speed reaches vMaxSteerMax

v0SteerMax

Yes

float

-

Maximum steering angle, in degrees, at zero speed

steerRelaxation

Yes

float

-

The speed at which the wheels return to center after finishing turning

vMaxSteerMax

Yes

float

-

Vehicle speed at which entire kvSteerMax is subtracted from v0SteerMax

pedalLimitMax

Yes

float

-

At vMaxSteerMax pedal is clamped to 1-pedalLimitMax

rpmGearShiftSpeed

No

float

-

Speed for RPM relaxing during gearshifts

Wheeled

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled>, it should be used as <Wheeled> tags with the properties described below.

This table can equally be called WheeledLegacy.

Attribute

Optional

Type

Default Value

Description

suspDampingMin

Yes

float

0.0

Suspension damping at zero speed

suspDampingMax

Yes

float

0.0

Suspension damping at max speed

suspDampingMaxSpeed

Yes

float

0.0

Max speed for susp damping increasing

stabiMin

Yes

float

0.0

For suspension: Stabi at 0 speed

stabiMax

Yes

float

0.0

For suspension: Stabi at max speed

damagedWheelSpeedInfluenceFactor

Yes

float

0.5

Factor to influence the calculation of average wheel condition. Wheel condition is a linear porportion of wheels that were not blown weighted by this factor. Sensible values range from 0 to 1. A value of 0 will result in a 'perfect' condition regardless of the number of blow wheels.

damping

Yes

float

0.0

Overall damping in physics, 0 or very small usually

engineIdleRPM

Yes

int

0.0

RPM when engine is idle

engineMaxRPM

Yes

int

0.0

Maximum engine RPM

engineMinRPM

Yes

int

0.0

Minimum engine RPM before engine stalls

stabilizer

Yes

float

0.0

Multiplier for suspension force when opposite susps have different lengths

integrationType

Yes

float

0.0

Overall damping in physics, 0 or very small usually

maxTimeStep

Yes

float

0.0

Max timestep that the entity is allowed to make

minEnergy

Yes

float

0.0

Minimum energy before the entity can be put asleep

ViewAdjustment

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled>, it should be used as <ViewAdjustment> tags with the properties described below.

TODO

ViewAdjustmentPowerLock

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled>, it should be used as <ViewAdjustmentPowerLock> tags with the properties described below.

TODO

FakeGears

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled>, it should be used as <FakeGears> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

minChangeUpTime

No

float

-

The min. time that must be spent in a gear before allowed to change up

minChangeDownTime

No

float

-

The min. time that must be spent in a gear before allowed to change down

rpmInterpSpeed

Yes

float

-

speed for RPM interpolation

rpmRelaxSpeed

Yes

float

-

speed for RPM relaxing to idle (no throttle)

gearOscillationFrequency

Yes

float

-

gearOscillationAmp

Yes

float

-

gearOscillationAmp2

Yes

float

-

gearChangeSpeed

Yes

float

-

gearChangeSpeed2

Yes

float

-

rpmLoadChangeSpeedUp

Yes

float

-

RPM strain/load. How quickly to change the strain upwards

rpmLoadChangeSpeedDown

Yes

float

-

RPM strain/load. How quickly to change the strain downwards

rpmLoadFactor

Yes

float

-

RPM strain/load. How much rpm changes affect engine load

rpmLoadFromBraking

Yes

float

-

RPM strain/load. How much the brake (alone) affects the engine load

rpmLoadFromThrottle

Yes

float

-

RPM strain/load. How much the throttle (alone) affects the engine load

Ratios

This is an array table nested under <Vehicle><MovementParams><ArcadeWheeled><FakeGears>, it should be used as <Ratios> tags with child tags <Ratio> which of which have the properties described below.

Gear ratios, specified as a fraction of the top speed (No need to specify reverse and neutral).

Attribute

Optional

Type

Default Value

Description

value

Yes

float

-

minChangeDownTime

Yes

float

-

minChangeUpTime

Yes

float

-

Handling

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled>, it should be used as <Handling> tags with the properties described below.

Power

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <Power> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

acceleration

No

float

-

Rate of acceleration

decceleration

No

float

-

Rate of natural deceleration with no throttle/brake applied

topSpeed

No

float

-

Top speed in meters per second

reverseSpeed

No

float

-

Reversing speed in meters per second

boostTopSpeed

No

float

-

boostAcceleration

No

float

-

SpeedReduction

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <SpeedReduction> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

reductionAmount

No

float

-

Reduce top speed fractionally by this amount when steering is at steer max

reductionRate

No

float

-

Rate at which to reduce the speed by

Compression

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <Compression> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

frictionBoost

No

float

-

Increase friction when suspension becomes compressed

frictionBoostHandBrake

No

float

-

Same as frictionBoost but for when hand brake is pressed

Friction

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <Friction> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

back

No

float

-

Lateral friction of the back wheels

front

No

float

-

Lateral friction of the front wheels (note the forward friction is internally calculated)

offset

No

float

-

Vertical positional offset, where handling forces are applied for forwards and lateral friction relative to the mass box

PowerSlide

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <PowerSlide> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

lateralSpeedFraction

No

float

-

lateralSpeedFractionHB

No

float

-

spring

No

float

-

WheelSpin

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <WheelSpin> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

grip1

Yes

float

-

Grip fraction when at zero slip speed (set this to less than 1.0)

grip2

Yes

float

-

Grip fraction when at high slip speed (usually 1.0, you should have grip2 > grip1)

gripRecoverSpeed

Yes

float

-

Exponential slip speed needed to go from grip1 to grip2

accelMultiplier1

Yes

float

-

Acceleration multiplier at zero speed (make > 1.0 for wheel spin)

accelMultiplier2

Yes

float

-

Acceleration multiplier at top speed (should make this is less than 1.0)

HandBrake

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <HandBrake> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

decceleration

No

float

-

How much deceleration should the full hand brake provide

deccelerationPowerLock

No

float

-

How much deceleration should the hand brake provide when the accelerator is also still pressed

lockBack

No

bool

-

Should the back wheels lock

lockFront

No

bool

-

Should the front wheels lock

frontFrictionScale

No

float

-

How much to scale the lateral friction by, of the front wheels, when the hand brake is pressed

backFrictionScale

No

float

-

How much to scale the lateral friction by, of the back wheels, when the hand brake is pressed

angCorrectionScale

No

float

-

How much to scale the angSpring value by when the hand brake is pressed

latCorrectionScale

Yes

float

-

How much to scale the lateralSpring value by when the hand brake is pressed

Correction

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <Correction> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

lateralSpring

No

float

-

Lateral damping value

angSpring

No

float

-

Angular correction value

Stabilisation

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <Stabilisation> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

angDamping

No

float

-

rollDamping

No

float

-

rollfixAir

No

float

-

upDamping

No

float

-

maxTiltAngleAir

No

float

-

Inertia

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><Handling>, it should be used as <Inertia> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

radius

No

float

-

Effect radius of the chassis. Larger values would simulate physics similar to a truck, for example.

TankHandling

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled>, it should be used as <TankHandling> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

additionalSteeringStationary

Yes

float

-

additionalSteeringAtMaxSpeed

Yes

float

-

additionalTilt

Yes

float

-

keepEngineOn

See shared reference.

engineIgnitionTime

See shared reference.

Animations

See shared reference.

SoundParams

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled>, it should be used as <SoundParams> tags with the properties described below.

The common table is extended with the following params:

Attribute

Optional

Type

Default Value

Description

roadBumpMinSusp

Yes

float

-

Threshold in suspension compression for bump sounds

roadBumpMinSpeed

Yes

float

-

Vehicle min speed for bump sounds

roadBumpIntensity

Yes

float

-

sound param

airbrake

Yes

float

-

braking time threshold for airbrake sound

Skidding

This is a table nested under <Vehicle><MovementParams><ArcadeWheeled><SoundParams>, it should be used as <Skidding> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

skidLerpSpeed

Yes

float

-

How quickly to change the skid sound value

skidCentrifugalFactor

Yes

float

-

Effect from centrifugal force

skidBrakeFactor

Yes

float

-

Change due to braking alone

skidPowerLockFactor

Yes

float

-

Change due to handbrake whilst accelerating (power-lock)

skidForwardFactor

Yes

float

-

How much wheel forward slipping affects the skidding

skidLateralfactor

Yes

float

-

How much wheel side slipping affects the skidding

StdTank

This is a table nested under <Vehicle><MovementParams>, it should be used as <StdTank> tags with the properties described below.

Extension of the StdWheeled movement type.

TODO

Tank

This is a table nested under <Vehicle><MovementParams>, it should be used as <Tank> tags with the properties described below.

TODO

StdBoat

This is a table nested under <Vehicle><MovementParams>, it should be used as <StdBoat> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

velMax

Yes

float

15.0

velMaxReverse

Yes

float

5.0

acceleration

Yes

float

5.0

accelerationVelMax

Yes

float

-

accelerationMultiplier

Yes

float

2.0

pushTilt

Yes

float

0.0

turnRateMax

Yes

float

1.0

turnAccel

Yes

float

1.0

cornerForce

Yes

float

1.0

cornerTilt

Yes

float

0.0

turnDamping

Yes

float

0.0

turnAccelMultiplier

Yes

float

2.0

rollAccel

Yes

float

0.0

pedalLimitReverse

Yes

float

1.0

turnVelocityMult

Yes

float

1.0

velLift

Yes

float

0.0

lateralDamping

Yes

float

0.0

waveIdleStrength

Yes

vec3

0.0, 0.0, 0.0

waveSpeedMult

Yes

float

0.0

cornerHelper

Yes

string

-

pushHelper

Yes

string

-

waveEffect

Yes

string

-

keepEngineOn

See shared reference.

engineIgnitionTime

See shared reference.

Animations

See shared reference.

SoundParams

See shared reference.

Helicopter

This is a table nested under <Vehicle><MovementParams>, it should be used as <Helicopter> tags with the properties described below.

TODO

DummyMovement

This is a table nested under <Vehicle><MovementParams>, it should be used as <DummyMovement> tags with the properties described below.

empty - no specific attributes. Note: 'DummyMovement' also does not read the common movement properties

Damages

This is a table nested under <Vehicle>, it should be used as <Damages> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

submergedRatioMax

Yes

float

-

submergedDamageMult

Yes

float

-

collDamageThreshold

Yes

float

50.0

Is subtracted from collision damage before it is applied

groundCollisionMinMult

Yes

float

-

Increases damage when falling onto ground. Use together with minSpeed and maxSpeed

groundCollisionMaxMult

Yes

float

-

groundCollisionMinSpeed

Yes

float

-

groundCollisionMaxSpeed

Yes

float

-

vehicleCollisionDestructionSpeed

Yes

float

-

If colliding with another vehicle with closing speed above this, self will be destroyed

aiKillPlayerSpeed

Yes

float

-

AI driven vehicles kill players if colliding above this speed

playerKillAISpeed

Yes

float

-

Player driven vehicles kill AI if colliding above this speed

aiKillAISpeed

Yes

float

-

AI driven vehicles kill AI of other factions if colliding above this speed

DamageMultipliers

This is an array table nested under <Vehicle><Damages>, it should be used as <DamageMultipliers> tags with child tags <DamageMultiplier> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

damageType

Yes

string

-

Supply damage or ammoType and the multplier and splash value

ammoType

Yes

string

-

Supply damage or ammoType and the multplier and splash value

multiplier

Yes

float

-

splash

Yes

float

-

DamagesGroups

This is an array table nested under <Vehicle><Damages>, it should be used as <DamagesGroups> tags with child tags <DamagesGroup> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Used as identifier, must be unique

useTemplate

Yes

string

-

Template name from one defined in DefaultVehicleDamages.xml or in another file in the same folder. Templates define DamagesSubGroups and can use templates themselves, forming the final array of SubGroups with DamageBehaviors.

DamagesSubGroups

This is an array table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup>, it should be used as <DamagesSubGroups> tags with child tags <DamagesSubGroup> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

delay

Yes

float

0.0

randomness

Yes

float

0.0

DamageBehaviors

This is an array table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup>, it should be used as <DamageBehaviors> tags with child tags <DamageBehavior> which of which have the properties described below.

A DamageBehavior must define a 'class' property. According to the specified class, there are different properties and subtables that can be used to configure it.

Attribute

Optional

Type

Default Value

Description

class

Yes

string

-

Possible values are:

  • 'AISignal'
  • 'Destroy'
  • 'DetachPart'
  • 'DisableSeatAction'
  • 'Effect'
  • 'Group'
  • 'HitPassenger'
  • 'Impulse'
  • 'Indicator'
  • 'MovementNotification'
  • 'Sink'
  • 'SpawnDebris'
  • 'AudioFeedback'
  • 'Burn'
  • 'CameraShake'
  • 'Explosion'
  • 'BlowTire'

Common to all <DamageBehavior> tags:

Attribute

Optional

Type

Default Value

Description

damageRatioMin

Yes

float

1.0

The damage behavior will only be triggered when the damage ratio is between damageRatioMin and damageRatioMax, e.g. to only trigger the behavior when the vehicle is more than half destroyed, set this value to 0.5

damageRatioMax

Yes

float

0.0

This damage behavior will apply when the damage ratio is between damageRatioMin and damageRatioMax. When the vehicle has more damage than damageRatioMax, the behavior is cut short.

ignoreVehicleDestruction

Yes

bool

0 (false)

Do not react to vehicle destruction

Class specific properties:

Class AISignal

AISignal

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <AISignal> tags with the properties described below.

Sends a signal to the AI system and a free signal to the vehicles entity AI on hit.

Attribute

Optional

Type

Default Value

Description

signalId

Yes

int

-

signalText

Yes

string

-

freeSignalText

Yes

string

-

freeSignalRadius

Yes

float

15.0

freeSignalRepeat

Yes

bool

0 (false)

Class Destroy

Notifies all vehicle systems and components of a vehicle destruction event. This behavior triggers other damage behaviors that react to vehicle destruction and hooks with the lua 'OnVehicleDestroyed' function. Destroy also adds a 'DetachPart' damage behavior to all vehicle parts of type 'AnimatedJoint'.

Attribute

Optional

Type

Default Value

Description

effect

Yes

string

-

Name of the particle effect used for the 'DetachPart' behavior generated for AnimatedJoint parts

Class DetachPart

DetachPart

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <DetachPart> tags with the properties described below.

Detaches this part and its children from the vehicle with an impulse. The behavior is applicable to any part type as long as it has static geometry and is subject to some randomness for variability.

Attribute

Optional

Type

Default Value

Description

part

Yes

string

-

Name of the part to detach

notifyMovement

Yes

bool

0 (false)

Notifies the vehicles active movement type of the detached part

effect

Yes

string

-

Name of the effect to find in the ParticleManager

pickable

Yes

bool

0 (false)

If the part will be pickable after it has been detached

Class DisableSeatAction

DisableSeatAction

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <DisableSeatAction> tags with the properties described below.

Disables all actions or a specific action on a seat.

Attribute

Optional

Type

Default Value

Description

seat

Yes

string

-

The name of the seat holding the action to be disabled

actionName

Yes

string

-

The name of the action to be disabled, or 'all'

Class Effect

Spawn a particle effect

Effect

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <Effect> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

effect

Yes

string

-

Name of the particle effect

disableAfterExplosion

Yes

string

0

Set to true if the effect should stop after the vehicle explodes when destroyed

updateFromHelper

Yes

string

0

Set to true if the effect needs an update tick

Class Group

Group

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <Group> tags with the properties described below.

Broadcast damage event to a Damage Group. This is useful to trigger already setup damage groups from different components and other groups.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Name of the damage group to broadcast the damage event to

Class HitPassenger

HitPassenger

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <HitPassenger> tags with the properties described below.

Applies damage to all actors seating in the vehicle for every hit the vehicle receives.

Attribute

Optional

Type

Default Value

Description

damage

Yes

int

0

Damage value to apply to all actors seating in the vehicle

isDamagePercent

Yes

bool

0 (false)

If damage is in absolute values or a percentage of the actor's health

Class Impulse

Impulse

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <Impulse> tags with the properties described below.

Applies a physics impulse to the vehicle.

Attribute

Optional

Type

Default Value

Description

forceMin

Yes

float

0.0

The impulse's force will be randomly generated from an interval between forceMin and forceMax

forceMax

Yes

float

0.0

The impulse's force will be randomly generated from an interval between forceMin and forceMax

direction

Yes

vec3

0.0, 0.0, 0.0

Direction of the impulse applied to the vehicle

momentum

Yes

vec3

0.0, 0.0, 0.0

Angular impulse

worldSpace

Yes

bool

0 (false)

If the impulse's direction and momentum is already in world space of if it is relative to the vehicle

helper

Yes

string

-

Name of the helper to position the impulse

Class Indicator

Indicator

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <Indicator> tags with the properties described below.

Light or sound indicator according to damage ratio.

Light

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... ><Indicator>, it should be used as <Light> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

material

Yes

string

-

sound

Yes

string

-

soundRatioMin

Yes

float

-

helper

Yes

string

-

Class MovementNotification

MovementNotification

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <MovementNotification> tags with the properties described below.

Sends a notification to the active movement type on Hit and Repair.

Attribute

Optional

Type

Default Value

Description

isSteering

Yes

bool

0 (false)

Information to pass to the active movement type. If steering is involved

isFatal

Yes

bool

1 (true)

Information to pass to the active movement type. If the damage is fatal

param

Yes

int

0

Information to pass to the active movement type.

isDamageAlwaysFull

Yes

bool

0 (false)

If true, the behavior acts as if the damage value was 100%

Class Sink

Sinks the vehicle if on water (typically a boat). This behavior is applied when the vehicle is destroyed.

empty - no specific attributes

Class SpawnDebris

SpawnDebris

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <SpawnDebris> tags with the properties described below.

This a behavior applied to the entire vehicle on destruction. When triggered, this behavior spawns geometry with a randomized impulse and an optional particle effect. The debris is automatically generated from all the vehicle animated parts that have a configured destroyed geometry. The geometry will be spawned from the joint the part is attached to.

Attribute

Optional

Type

Default Value

Description

pickable

Yes

bool

0 (false)

If the part will be pickable after it has been detached

effect

Yes

string

-

Name of the effect to find in the ParticleManager

Class AudioFeedback

Sound

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <Sound> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

firstPersonSignal

Yes

string

-

Name of the signal to be played when the player is in first person

thirdPersonSignal

Yes

string

-

Name of the signal to be played when the player is in third person

Class Burn

Burn

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <Burn> tags with the properties described below.

Generates a controlled explosion during 60sec that will apply damage to nearby actors.

Attribute

Optional

Type

Default Value

Description

helper

Yes

string

-

damage

Yes

float

0.0

selfDamage

Yes

float

0.0

radius

Yes

float

0.0

interval

Yes

float

0.0

Class CameraShake

Shakes the passenger's camera on hit.

empty - no specific attributes

Class Explosion

Explosion

This is a table nested under <Vehicle><Damages><DamagesGroups><DamagesGroup><DamagesSubGroups><DamagesSubGroup><DamageBehaviors><DamageBehavior class="" ... >, it should be used as <Explosion> tags with the properties described below.

Generate an explosion on vehicle destruction.

Attribute

Optional

Type

Default Value

Description

helper

Yes

string

-

damage

Yes

float

0.0

radius

Yes

float

0.0

minRadius

Yes

float

half of 'radius'

physRadius

Yes

float

the smallest value between 'radius' or 5.0

minPhysRadius

Yes

float

half of 'phyRadius'

pressure

Yes

float

0.0

soundRadius

Yes

float

0.0

Class BlowTire

Makes a wheel disappear with particle effects and a physics impulse. Use on a component which belongs to a SubPartWheel part for full effect.

empty - no specific attributes

Particles

This is a table nested under <Vehicle>, it should be used as <Particles> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

mfxRow

Yes

string

vfx_VEHICLECLASSNAME

The rowname to use for environment layer effects in MaterialEffects.xml

Exhaust

This is a table nested under <Vehicle><Particles>, it should be used as <Exhaust> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

insideWater

Yes

bool

0 (false)

If true, exhaust is spawned when helper position is inside water

outsideWater

Yes

bool

1 (true)

If true, exhaust is spawned when helper position is outside water

Helpers

This is an array table nested under <Vehicle><Particles><Exhaust>, it should be used as <Helpers> tags with child tags <Helper> which of which have the properties described below.

1 or more helpers where exhaust is spawned.

Attribute

Optional

Type

Default Value

Description

value

Yes

string

-

Name of the helper

EngineStart

This is a table nested under <Vehicle><Particles><Exhaust>, it should be used as <EngineStart> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

effect

No

string

-

Name of particle effect (e.g. vehicle_fx.exhaust.smoke_start)

EngineStop

This is a table nested under <Vehicle><Particles><Exhaust>, it should be used as <EngineStop> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

effect

No

string

-

Name of particle effect (e.g. vehicle_fx.exhaust.smoke_stop)

EngineRunning

This is a table nested under <Vehicle><Particles><Exhaust>, it should be used as <EngineRunning> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

effect

Yes

string

-

Name of particle effect (e.g. vehicle_fx.exhaust.smoke_running)

boostEffect

Yes

string

-

Additional effect for boost mode

baseSizeScale

Yes

float

-

Base scale applied to the effect

minSpeed

Yes

float

-

Minimum vehicle speed necessary for exhaust spawn

minSpeedSizeScale

Yes

float

-

Size scale multiplier at minimum speed

minSpeedCountScale

Yes

float

-

Count scale multiplier at minimum speed

minSpeedSpeedScale

Yes

float

-

Emitter speed scale multiplier at minimum speed

maxSpeed

Yes

float

-

Maximum vehicle speed allowed for exhaust spawn

maxSpeedSizeScale

Yes

float

-

Size scale multiplier at max speed

maxSpeedCountScale

Yes

float

-

Count scale multiplier at max speed

maxSpeedSpeedScale

Yes

float

-

Emitter speed scale multiplier at max speed

minPower

Yes

float

-

Min power (ie. pedal/load) necessary for spawn

minPowerSizeScale

Yes

float

-

Size scale multiplier at min power

minPowerCountScale

Yes

float

-

Count scale multiplier at min power

minPowerSpeedScale

Yes

float

-

Emitter speed scale multiplier at min power

maxPower

Yes

float

-

Max power (ie. load/pedal) allowed for spawn

maxPowerSizeScale

Yes

float

-

Size scale multiplier at max power

maxPowerCountScale

Yes

float

-

Count scale multiplier at min power

maxPowerSpeedScale

Yes

float

-

Emitter speed scale multiplier at max power

disableWithNegativePower

Yes

bool

-

Since the power params are applied on an absolute power value, this option can be used to turn off the exhaust when used with negative power value

DamageEffects

This is an array table nested under <Vehicle><Particles>, it should be used as <DamageEffects> tags with child tags <DamageEffect> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

effect

Yes

string

-

helper

Yes

string

-

gravityDirection

Yes

vec3

-

pulsePeriod

Yes

float

-

scaleMax *

No

float

-

* This attribute is deprecated, it will be removed in the next major version

EnvironmentLayers

This is an array table nested under <Vehicle><Particles>, it should be used as <EnvironmentLayers> tags with child tags <EnvironmentLayer> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Optional layer name. Possible values are: {'slip', 'spray', 'rims', }

active

Yes

bool

1 (true)

Initial active state

minSpeed

Yes

float

0.0

Minimum driving speed

minSpeedSizeScale

Yes

float

10.0

Size scale at min speed

minSpeedCountScale

Yes

float

1.0

Count scale at min speed

minSpeedSpeedScale

Yes

float

1.0

Emitter speed scale at min speed

maxSpeed

Yes

float

1.0

Speed at which particle scale reaches maxSpeed scale parameters

maxSpeedSizeScale

Yes

float

1.0

Size scale at max speed

maxSpeedCountScale

Yes

float

1.0

Count scale at max speed

maxSpeedSpeedScale

Yes

float

1.0

Emitter speed scale at max speed

minPowerSizeScale

Yes

float

1.0

Size scale multiplier at min power

minPowerCountScale

Yes

float

1.0

Count scale multiplier at min power

minPowerSpeedScale

Yes

float

1.0

Emitter speed scale multiplier at min power

maxPowerSizeScale

Yes

float

1.0

Size scale multiplier at max power

maxPowerCountScale

Yes

float

1.0

Count scale multiplier at max power

maxPowerSpeedScale

Yes

float

1.0

Emitter speed scale multiplier at max power

Alignment

This is a table nested under <Vehicle><Particles><EnvironmentLayers><EnvironmentLayer>, it should be used as <Alignment> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

alignGroundHeight

Yes

float

-

If this is greater 0, the effect will align to the terrain (and water) and spawn up to the specified height

maxHeightSizeScale

No

float

-

maxHeightCountScale

No

float

-

alignToWater

No

bool

-

If true, effect will always be spawned at water level

Emitters

This is an array table nested under <Vehicle><Particles><EnvironmentLayers><EnvironmentLayer>, it should be used as <Emitters> tags with child tags <Helper> which of which have the properties described below.

Each helper specifies one emitter position. Note that WheelGroups overwrite this, and ground-aligned effects always use the entity center.

Attribute

Optional

Type

Default Value

Description

value

Yes

string

-

Wheels

This is a table nested under <Vehicle><Particles><EnvironmentLayers><EnvironmentLayer>, it should be used as <Wheels> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

all

Yes

bool

0 (false)

Generate groups for all wheels (In this case, do not specify WheelGroups)

allActive

Yes

bool

1 (true)

Initial active state for all WheelGroups in case 'all' parameter is used

WheelGroups

This is an array table nested under <Vehicle><Particles><EnvironmentLayers><EnvironmentLayer><Wheels>, it should be used as <WheelGroups> tags with child tags <WheelGroup> which of which have the properties described below.

A group can contain one or more wheel indices. Each group receives one emitter.

Attribute

Optional

Type

Default Value

Description

active

Yes

bool

1 (true)

Initial active state for the group

Wheels

This is an array table nested under <Vehicle><Particles><EnvironmentLayers><EnvironmentLayer><Wheels><WheelGroups><WheelGroup>, it should be used as <Wheels> tags with child tags <Wheel> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

value

Yes

int

0

Splashes (deprecated)

This is a table nested under <Vehicle><Particles><EnvironmentLayers><EnvironmentLayer>, however it is deprecated and it should no longer be used.

Animations

This is an array table nested under <Vehicle>, it should be used as <Animations> tags with child tags <Animation> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

part

Yes

string

-

Name of the part, it must be of type Animated or AnimatedChar

States

This is an array table nested under <Vehicle><Animations><Animation>, it should be used as <States> tags with child tags <State> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

animation

Yes

string

-

sound

Yes

string

-

soundHelper

Yes

string

-

isLooped

Yes

bool

-

isLoopedEx

Yes

bool

false

speedDefault

Yes

float

-

speedMin

Yes

float

-

speedMax

Yes

float

-

Materials

This is an array table nested under <Vehicle><Animations><Animation><States><State>, it should be used as <Materials> tags with child tags <Material> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

setting

Yes

string

-

min

Yes

float

0.001

max

Yes

float

0.999

invertValue

Yes

bool

-

Mannequin

This is a table nested under <Vehicle>, it should be used as <Mannequin> tags with the properties described below.

Attribute

Optional

Type

Default Value

Description

tag

Yes

string

-

controllerDef

Yes

string

-

vehicleADB

Yes

string

-

passengerADB

Yes

string

-

Paints

This is an array table nested under <Vehicle>, it should be used as <Paints> tags with child tags <Paint> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Name for the paint, this will be used as an identifier. It must be supplied and unique

material

Yes

string

-

Material to apply to the vehicle

materialDestroyed

Yes

string

-

Material to use for the destroyed vehicle

Modifications

This is an array table nested under <Vehicle>, it should be used as <Modifications> tags with child tags <Modification> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

name

Yes

string

-

Name for the modification, this will be used as an identifier. It must be supplied and unique

parent

Yes

string

-

Name of another modification to be applied as well. This allows the creation of hierarchies of base and specialized modifications

Elems

This is an array table nested under <Vehicle><Modifications><Modification>, it should be used as <Elems> tags with child tags <Elem> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

idRef

Yes

string

-

Id of the part to modify

name

Yes

string

-

Name of the attribute to modify

value

Yes

string

-

Value to set the attribute to. The use of this parameter is required, but it can still have an empty value to, for eg. unload a .cgf

Inventory

This is a table nested under <Vehicle>, it should be used as <Inventory> tags with the properties described below.

AmmoTypes

This is an array table nested under <Vehicle><Inventory>, it should be used as <AmmoTypes> tags with child tags <Ammo> which of which have the properties described below.

Attribute

Optional

Type

Default Value

Description

type

Yes

string

-

capacity

Yes

int

0

Materials (deprecated)

This is a table nested under <Vehicle>, however it is deprecated and it should no longer be used.

Use instead the 'Paints' system to modify the look of the vehicle.

WheelMaster (deprecated)

This is a table nested under <Vehicle>, however it is deprecated and it should no longer be used.

DamageExtensions (deprecated)

This is a table nested under <Vehicle>, however it is deprecated and it should no longer be used.

SpecialLocations (deprecated)

This is an array table nested under <Vehicle>, however it is deprecated and it should no longer be used.

 

 

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