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Version: latest - a1.51.x ⚖️

🚙 Vehicle

Vehicles are wheeled entities which Characters can possesses and drive.


💂Authority
This class can only be spawned on 🟦 Server side.
👪Inheritance
This class shares methods and events from Base Entity, Base Actor, Base Paintable.
🧑‍💻API Source
The methods, properties and events descriptions from this page are defined in our GitHub API Repository!

Any Skeletal Mesh can be used to create a Vehicle, although only Skeletal Meshes with Wheels bones can use the built-in feature of animated Wheels.

🎒 Examples

Server/Index.lua
-- Spawns a Pickup Vehicle
local vehicle = Vehicle(location or Vector(), rotation or Rotator(), "nanos-world::SK_Pickup", CollisionType.Normal, true, false, true, "nanos-world::A_Vehicle_Engine_10")

-- Configure it's Engine power and Aerodynamics
vehicle:SetEngineSetup(700, 5000)
vehicle:SetAerodynamicsSetup(2500)

-- Configure it's Steering Wheel and Headlights location
vehicle:SetSteeringWheelSetup(Vector(0, 27, 120), 24)
vehicle:SetHeadlightsSetup(Vector(270, 0, 70))

-- Configures each Wheel
vehicle:SetWheel(0, "Wheel_Front_Left", 27, 18, 45, Vector(), true, true, false, false, false, 1500, 3000, 1000, 1, 3, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(1, "Wheel_Front_Right", 27, 18, 45, Vector(), true, true, false, false, false, 1500, 3000, 1000, 1, 3, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(2, "Wheel_Rear_Left", 27, 18, 0, Vector(), false, true, true, false, false, 1500, 3000, 1000, 1, 4, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)
vehicle:SetWheel(3, "Wheel_Rear_Right", 27, 18, 0, Vector(), false, true, true, false, false, 1500, 3000, 1000, 1, 4, 20, 20, 250, 50, 10, 10, 0, 0.5, 0.5)

-- Adds 6 Doors/Seats
vehicle:SetDoor(0, Vector( 50, -75, 105), Vector( 8, -32.5, 95), Rotator(0, 0, 10), 70, -150)
vehicle:SetDoor(1, Vector( 50, 75, 105), Vector( 25, 50, 90), Rotator(0, 0, 0), 70, 150)
vehicle:SetDoor(2, Vector( -90, -75, 130), Vector( -90, -115, 155), Rotator(0, 90, 20), 60, -150)
vehicle:SetDoor(3, Vector( -90, 75, 130), Vector( -90, 115, 155), Rotator(0, -90, 20), 60, 150)
vehicle:SetDoor(4, Vector(-195, -75, 130), Vector(-195, -115, 155), Rotator(0, 90, 20), 60, -150)
vehicle:SetDoor(5, Vector(-195, 75, 130), Vector(-195, 115, 155), Rotator(0, -90, 20), 60, 150)

-- Make it ready (so clients only create Physics once and not for each function call above)
vehicle:RecreatePhysics()

🛠 Constructors

Default Constructor

local my_vehicle = Vehicle(location, rotation, asset, collision_type?, gravity_enabled?, auto_create_physics?, auto_unflip?, engine_sound?, horn_sound?, brake_sound?, engine_start_sound?, vehicle_door_sound?, auto_start_engine?, custom_animation_blueprint?)
TypeNameDefaultDescription
Vectorlocation
Rotatorrotation
SkeletalMesh Referenceasset
CollisionTypecollision_typeCollisionType.Normal
booleangravity_enabledtrue
booleanauto_create_physicstrueCan be disabled to improve performance when setting several configs. Must call RecreatePhysics() after all
booleanauto_unfliptrueAuto rotates the vehicle if flipped
Sound Referenceengine_soundnanos-world::A_Vehicle_Engine_01
Sound Referencehorn_soundnanos-world::A_Vehicle_Horn_Toyota
Sound Referencebrake_soundnanos-world::A_Vehicle_Brake
Sound Referenceengine_start_soundnanos-world::A_Car_Engine_Start
Sound Referencevehicle_door_soundnanos-world::A_Vehicle_Door
booleanauto_start_enginetrue
Blueprint Referencecustom_animation_blueprint
tip

Please take a look at our Default's Vehicle package with all built-in Vehicles already properly configured and ready to use: https://github.com/nanos-world/nanos-world-vehicles.

More related examples:

Monster Truckgetting-started/tutorials-and-examples/monster-truck

🗿 Static Functions

Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
tableInheritInherits this class with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed
This class doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
ReturnsNameDescription
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
DestroyDestroys this Entity
tableGetClassGets the class of this entity
integerGetIDGets the universal network ID of this Entity (same on both client and server)
anyGetValueGets a Value stored on this Entity at the given key
booleanIsARecursively checks if this entity is inherited from a Class
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
SetValueSets a Value in this Entity
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/Actor
ReturnsNameDescription
AddActorTagAdds an Unreal Actor Tag to this Actor
AddImpulseApplies a force in world world to this Actor
AttachToAttaches this Actor to any other Actor, optionally at a specific bone
DetachDetaches this Actor from AttachedTo Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
integerGetDimensionGets this Actor's dimension
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
VectorGetForceGets this Actor's force (set by SetForce())
VectorGetLocationGets this Actor's location in the game world
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
RotatorGetRotationGets this Actor's angle in the game world
VectorGetScaleGets this Actor's scale
floatGetScreenPercentageGets the percentage of this Actor size in the screen
VectorGetVelocityGets this Actor's current velocity
booleanHasAuthorityGets if this Actor was spawned by the client side
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanIsBeingDestroyedReturns true if this Actor is being destroyed
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
booleanIsVisibleReturns true if this Actor is visible
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
RotateToSmoothly rotates this actor to an angle over a certain time
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority betwen players
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/Paintable
ReturnsNameDescription
ResetMaterialResets the material from the specified index to the original one
SetMaterialSets the material at the specified index of this Actor
SetMaterialColorParameterSets a Color parameter in this Actor's material
SetMaterialFromCanvasSets the material at the specified index of this Actor to a Canvas object
SetMaterialFromSceneCaptureSets the material at the specified index of this Actor to a SceneCapture object
SetMaterialFromWebUISets the material at the specified index of this Actor to a WebUI object
SetMaterialScalarParameterSets a Scalar parameter in this Actor's material
SetMaterialTextureParameterSets a texture parameter in this Actor's material to an image on disk
SetMaterialVectorParameterSets a Vector parameter in this Actor's material
SetPhysicalMaterialOverrides this Actor's Physical Material with a new one
ReturnsNameDescription
AddStaticMeshAttachedSpawns and Attaches a StaticMesh into this Vehicle
tableGetBoneTransformGets a Bone Transform in world space given a bone name
tableGetDoorsGets all configured Doors
integerGetGearGets the current Gear
VehiclePathGetMeshGets the Asset name
CharacterGetPassengerGets a passenger from a seat
table of CharacterGetPassengersGets all passengers
integerGetRPMGets the current RPM
HornStarts or stops the vehicles horn
PlayAnimationPlays an Animation on this Vehicle
RecreatePhysicsRecreate the Vehicle Physics
RemoveAllStaticMeshesAttachedRemoves all StaticMeshes attached
RemoveStaticMeshAttachedRemoves, if existing, a StaticMesh from this Vehicle given it's custom ID
SetAerodynamicsSetupConfigures the Vehicle Aerodynamics Settings
SetAutoStartEngineSets if the Engine auto starts when the driver enters the Vehicle
SetCameraOffsetSets the Vehicle Camera Offset
SetDoorAdds a Door to the Vehicle
SetEngineSetupConfigures the Vehicle Engine (Torque, RPM, Braking)
SetEngineStartedSets if the Engine is turned off/on
SetHeadlightsSetupConfigures the Headlights Offset and Color.
SetSteeringSetupConfigures the Vehicle Steering
SetSteeringWheelSetupConfigures where the Steering Wheel is located
SetTaillightsSetupConfigures the Taillights Offset.
SetTransmissionSetupConfigures the Vehicle Transmission
SetWheelConfigures a Vehicle Wheel

AddStaticMeshAttached

Spawns and Attaches a StaticMesh into this Vehicle in a Socket with relative Location and Rotation. Uses a custom ID to be used for removing it further

For customizing the Materials specific of a StaticMeshAttached, please use the following syntax as the parameter_name in the Paintable methods: attachable///[ATTACHABLE_ID]/[PARAMETER_NAME], where [ATTACHABLE_ID] is the ID of the Attachable, and [PARAMETER_NAME] is the name of the parameter you want to change.

my_vehicle:AddStaticMeshAttached(id, static_mesh_asset?, socket?, relative_location?, relative_rotation?)
TypeParameterDefaultDescription
stringidUsed further for removing or applying material settings on it
StaticMesh Referencestatic_mesh_asset?
stringsocket?
Vectorrelative_location?Vector(0, 0, 0)
Rotatorrelative_rotation?Rotator(0, 0, 0)

GetBoneTransform

Gets a Bone Transform in world space given a bone name

— Returns table (with this format).

local ret = my_vehicle:GetBoneTransform(bone_name)
TypeParameterDefaultDescription
stringbone_name

GetDoors

Gets all configured Doors

— Returns table (with this format).

local ret = my_vehicle:GetDoors()

GetGear

Gets the current Gear

— Returns integer.

local ret = my_vehicle:GetGear()

GetMesh

Gets the Asset name

— Returns VehiclePath (asset path).

local ret = my_vehicle:GetMesh()

GetPassenger

Gets a passenger from a seat

— Returns Character (or nil if no passenger in seat).

local ret = my_vehicle:GetPassenger(seat)
TypeParameterDefaultDescription
integerseat

GetPassengers

Gets all passengers

— Returns table of Character.

local ret = my_vehicle:GetPassengers()

GetRPM

Gets the current RPM

— Returns integer.

local ret = my_vehicle:GetRPM()

Horn

Starts or stops the vehicles horn

my_vehicle:Horn(enable_horn)
TypeParameterDefaultDescription
booleanenable_horn

PlayAnimation

Plays an Animation on this Vehicle

my_vehicle:PlayAnimation(animation_path, slot_name?, loop_indefinitely?, blend_in_time?, blend_out_time?, play_rate?, stop_all_montages?)
TypeParameterDefaultDescription
Animation Referenceanimation_path
stringslot_name?DefaultSlot
booleanloop_indefinitely?falseThis parameter is only used if the Vehicle has an Animation Blueprint
floatblend_in_time?0.25This parameter is only used if the Vehicle has an Animation Blueprint
floatblend_out_time?0.25This parameter is only used if the Vehicle has an Animation Blueprint
floatplay_rate?1.0This parameter is only used if the Vehicle has an Animation Blueprint
booleanstop_all_montages?falseStops all running Montages from the same Group. This parameter is only used if the Vehicle has an Animation Blueprint

RecreatePhysics

Call this after configuring the vehicle if passed auto_create_physics to constructor

my_vehicle:RecreatePhysics()

RemoveAllStaticMeshesAttached

Removes all StaticMeshes attached

my_vehicle:RemoveAllStaticMeshesAttached()

RemoveStaticMeshAttached

Removes, if existing, a StaticMesh from this Vehicle given it's custom ID

my_vehicle:RemoveStaticMeshAttached(id)
TypeParameterDefaultDescription
stringid

SetAerodynamicsSetup

Configures the Vehicle Aerodynamics Settings

my_vehicle:SetAerodynamicsSetup(mass?, drag_coefficient?, vehicle_chassis_width?, vehicle_chassis_height?, vehicle_downforce_coefficient?, center_of_mass_override?)
TypeParameterDefaultDescription
integermass?1500Mass of the vehicle chassis
floatdrag_coefficient?0.3Force resisting forward motion at speed
integervehicle_chassis_width?180Chassis width used for drag force computation (cm)
integervehicle_chassis_height?140Chassis height used for drag force computation (cm)
floatvehicle_downforce_coefficient?0.3Force pressing vehicle into ground at speed
Vectorcenter_of_mass_override?Vector(0, 0, 50)Overrides the center of mass. Good for curves stabilization. Ideally the Z should be the same as the wheels radius

SetAutoStartEngine

Sets if the Engine auto starts when the driver enters the Vehicle

my_vehicle:SetAutoStartEngine(auto_start)
TypeParameterDefaultDescription
booleanauto_start

SetCameraOffset

Sets the Vehicle Camera Offset

my_vehicle:SetCameraOffset(offset)
TypeParameterDefaultDescription
Vectoroffset

SetDoor

Adds a Door at offset_location from root which will pose the Character at seat_location with seat_rotation rotation.

my_vehicle:SetDoor(seat_index, offset_location, seat_location, seat_rotation, trigger_radius, leave_lateral_offset)
TypeParameterDefaultDescription
integerseat_index
Vectoroffset_location
Vectorseat_location
Rotatorseat_rotation
integertrigger_radius
integerleave_lateral_offsetIt's where the Character will be ejected when leaving it (e.g. -150 for left door or 150 for right door)

SetEngineSetup

Configures the Vehicle Engine (Torque, RPM, Braking)

my_vehicle:SetEngineSetup(max_torque?, max_rpm?, idle_rpm?, brake_effect?, rev_up_moi?, rev_down_rate?)
TypeParameterDefaultDescription
integermax_torque?700Max Engine Torque (Nm) is multiplied by TorqueCurve
integermax_rpm?5700Maximum revolutions per minute of the engine
integeridle_rpm?1200Idle RMP of engine then in neutral/stationary
floatbrake_effect?0.05Braking effect from engine, when throttle released
integerrev_up_moi?5Affects how fast the engine RPM speed up
integerrev_down_rate?600Affects how fast the engine RPM slows down

SetEngineStarted

Sets if the Engine is turned off/on (this will affect Lights, Sounds and ability to Throttle)

my_vehicle:SetEngineStarted(started)
TypeParameterDefaultDescription
booleanstarted

SetHeadlightsSetup

Configures the Headlights Offset and Color.

my_vehicle:SetHeadlightsSetup(location, color?)
TypeParameterDefaultDescription
Vectorlocation
Colorcolor?Color(1, 0.86, 0.5)

SetSteeringSetup

Configures the Vehicle Steering

my_vehicle:SetSteeringSetup(steering_type, angle_ratio?)
TypeParameterDefaultDescription
SteeringTypesteering_type
floatangle_ratio?0.7Only applies when AngleRatio is selected

SetSteeringWheelSetup

Configures where the Steering Wheel is located, so Characters can grab it procedurally properly

my_vehicle:SetSteeringWheelSetup(location, radius)
TypeParameterDefaultDescription
Vectorlocation
integerradius

SetTaillightsSetup

Configures the Taillights Offset.

my_vehicle:SetTaillightsSetup(location)
TypeParameterDefaultDescription
Vectorlocation

SetTransmissionSetup

Configures the Vehicle Transmission

my_vehicle:SetTransmissionSetup(transmission_final_ratio?, transmission_change_up_rpm?, transmission_change_down_rpm?, transmission_gear_change_time?, transmission_efficiency?)
TypeParameterDefaultDescription
floattransmission_final_ratio?3.08The final gear ratio multiplies the transmission gear ratios
integertransmission_change_up_rpm?4500Engine Revs at which gear up change ocurrs
integertransmission_change_down_rpm?2000Engine Revs at which gear down change ocurrs
floattransmission_gear_change_time?0.4Time it takes to switch gears (seconds)
floattransmission_efficiency?0.94Mechanical frictional losses mean transmission might operate at 0.94 (94% efficiency)

SetWheel

Wheels can be updated in runtime by calling SetWheel again, you can for example change the suspension high or disable a wheel totally by toggling affected_by_engine off or setting radius to 0.

my_vehicle:SetWheel(index, bone_name, radius?, width?, max_steer_angle?, offset?, is_affected_by_engine?, is_affected_by_brake?, is_affected_by_handbrake?, has_abs_enabled?, has_traction_control_enabled?, max_brake_torque?, max_handbrake_torque?, cornering_stiffness?, side_slip_modifier?, friction_force_multiplier?, slip_threshold?, skid_threshold?, suspension_spring_rate?, suspension_spring_preload?, suspension_max_raise?, suspension_max_drop?, suspension_smoothing?, suspension_damping_ratio?, suspension_wheel_load_ratio?, suspension_axis?, suspension_force_offset?)
TypeParameterDefaultDescription
integerindexIndex of the wheel (0-N). Set it in ASC order
stringbone_nameName of the bone to attach this wheel to
integerradius?32Radius of the wheel
integerwidth?20Width of the wheel
integermax_steer_angle?50Steer angle in degrees for this wheel
Vectoroffset?Vector(0, 0, 0)If bone_name is specified, offset the wheel from the bone's location. Otherwise this offsets the wheel from the vehicle's origin
booleanis_affected_by_engine?trueWhether engine should power this wheel
booleanis_affected_by_brake?trueWhether brake should affect this wheel
booleanis_affected_by_handbrake?trueWhether handbrake should affect this wheel
booleanhas_abs_enabled?falseAdvanced Braking System Enabled
booleanhas_traction_control_enabled?falseStraight Line Traction Control Enabled
integermax_brake_torque?1500Max brake torque for this wheel (Nm)
integermax_handbrake_torque?3000Max handbrake brake torque for this wheel (Nm). A handbrake should have a stronger brake torque than the brake
integercornering_stiffness?1000Tyre Cornering Ability
floatside_slip_modifier?1.0Wheel Lateral Skid Grip Loss, lower number less grip on skid
floatfriction_force_multiplier?2.0Friction Force Multiplier
floatslip_threshold?20.0Wheel Longitudinal Slip Threshold
floatskid_threshold?20.0Wheel Lateral Skid Threshold
floatsuspension_spring_rate?250.0Spring Force (N/m)
floatsuspension_spring_preload?50.0Spring Preload (N/m)
floatsuspension_max_raise?10.0How far the wheel can go above the resting position
floatsuspension_max_drop?10.0How far the wheel can drop below the resting position
floatsuspension_smoothing?0.0Smooth suspension [0-off, 10-max] - Warning might cause momentary visual inter-penetration of the wheel against objects/terrain
floatsuspension_damping_ratio?0.5Suspension damping, larger value causes the suspension to come to rest faster [range 0 to 1]
floatsuspension_wheel_load_ratio?0.5Amount wheel load effects wheel friction.
- At 0 wheel friction is completely independent of the loading on the wheel (This is artificial as it always assumes even balance between all wheels)
- At 1 wheel friction is based on the force pressing wheel into the ground. This is more realistic.
- Lower value cures lift off over-steer, generally makes vehicle easier to handle under extreme motions.
Vectorsuspension_axis?Vector(0, 0, -1)Local body direction in which where suspension forces are applied (typically along -Z-axis)
Vectorsuspension_force_offset?Vector(0, 0, 0)Vertical offset from where suspension forces are applied (along Z-axis)

🚀 Events

Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
NameDescription
ClassRegisterTriggered when a new Class is registered with the Inheriting System
DestroyTriggered when an Entity is destroyed
SpawnTriggered when an Entity is spawned/created
ValueChangeTriggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/Actor
NameDescription
ClassRegisterTriggered when a new Class is registered with the Inheriting System
DestroyTriggered when an Entity is destroyed
SpawnTriggered when an Entity is spawned/created
ValueChangeTriggered when an Entity has a value changed with :SetValue()
NameDescription
CharacterAttemptEnterTriggered when a Character attempts to enter the Vehicle
CharacterAttemptLeaveTriggered when a Character attempts to leave the Vehicle
CharacterEnterTriggered when a Character fully enters the Vehicle
CharacterLeaveTriggered when a Character fully leaves the Vehicle
HitTriggered when Vehicle hits something
HornTriggered when Vehicle honks
TakeDamageTriggered when this Vehicle takes damage

CharacterAttemptEnter

Triggered when a Character attempts to enter the Vehicle

Return false to prevent it
Vehicle.Subscribe("CharacterAttemptEnter", function(self, character, seat)
-- CharacterAttemptEnter was called
end)
TypeArgumentDescription
Vehicleself
Charactercharacter
integerseatThe seat index

CharacterAttemptLeave

Triggered when a Character attempts to leave the Vehicle

Return false to prevent it
Vehicle.Subscribe("CharacterAttemptLeave", function(self, character)
-- CharacterAttemptLeave was called
end)
TypeArgumentDescription
Vehicleself
Charactercharacter

CharacterEnter

Triggered when a Character fully enters the Vehicle
Vehicle.Subscribe("CharacterEnter", function(self, character, seat)
-- CharacterEnter was called
end)
TypeArgumentDescription
Vehicleself
Charactercharacter
integerseatThe seat index

CharacterLeave

Triggered when a Character fully leaves the Vehicle
Vehicle.Subscribe("CharacterLeave", function(self, character)
-- CharacterLeave was called
end)
TypeArgumentDescription
Vehicleself
Charactercharacter

Hit

Triggered when Vehicle hits something
Vehicle.Subscribe("Hit", function(self, impact_force, normal_impulse, impact_location, velocity)
-- Hit was called
end)
TypeArgumentDescription
Vehicleself
integerimpact_forceThe intensity of the Hit normalized by the Vehicle's weight
Vectornormal_impulseThe impulse direction it hits
Vectorimpact_locationThe world 3D location of the impact
VectorvelocityThe Vehicle velocity at the moment it hits

Horn

Triggered when Vehicle honks
Vehicle.Subscribe("Horn", function(self, is_honking)
-- Horn was called
end)
TypeArgumentDescription
Vehicleself
booleanis_honking

TakeDamage

Triggered when this Vehicle takes damage

Return false to cancel the damage (will still display animations, particles and apply impact forces)
Vehicle.Subscribe("TakeDamage", function(self, damage, bone, type, from_direction, instigator, causer)
-- TakeDamage was called
end)
TypeArgumentDescription
Vehicleself
integerdamage
stringboneDamaged bone
DamageTypetypeDamage Type
Vectorfrom_directionDirection of the damage relative to the damaged actor
PlayerinstigatorThe player which caused the damage
anycauserThe object which caused the damage