🚙 Vehicle
Vehicles are wheeled entities which Characters can possesses and drive.
💂Authority
This class can only be spawned on 🟦 Server.
👪Inheritance
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
-- Créez un pickup
local vehicle = Vehicle(location or Vector(), rotation or Rotator(), "nanos-world::SK_Pickup", CollisionType.Normal, true, false, true, "nanos-world::A_Vehicle_Engine_10")
-- Configurez la puissance de son moteur et son aérodynamisme
vehicle:SetEngineSetup(700, 5000)
vehicle:SetAerodynamicsSetup(2500)
-- Configurez l'emplacement du volant et des phares
vehicle:SetSteeringWheelSetup(Vector(0, 27, 120), 24)
vehicle:SetHeadlightsSetup(Vector(270, 0, 70))
-- Configurez chaque roue
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)
-- Ajoutez 6 portes/places
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)
-- Le rendre "prêt" (pour que les clients ne créent la physique qu'une seule fois et non pour chaque appel de fonction ci-dessus)
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?)
Type | Name | Default | Description |
---|---|---|---|
Vector | location | ||
Rotator | rotation | ||
SkeletalMesh Reference | asset | ||
CollisionType | collision_type | CollisionType.Normal | |
boolean | gravity_enabled | true | |
boolean | auto_create_physics | true | Can be disabled to improve performance when setting several configs. Must call RecreatePhysics() after all |
boolean | auto_unflip | true | Auto rotates the vehicle if flipped |
Sound Reference | engine_sound | nanos-world::A_Vehicle_Engine_01 | |
Sound Reference | horn_sound | nanos-world::A_Vehicle_Horn_Toyota | |
Sound Reference | brake_sound | nanos-world::A_Vehicle_Brake | |
Sound Reference | engine_start_sound | nanos-world::A_Car_Engine_Start | |
Sound Reference | vehicle_door_sound | nanos-world::A_Vehicle_Door | |
boolean | auto_start_engine | true | |
Blueprint Reference | custom_animation_blueprint |
|
tip
Veuillez jeter un coup d'œil au pack de véhicules par défaut avec tous les véhicules déjà intégrés, correctement configurés, et prêts à être utilisés : https://github.com/nanos-world/nanos-world-vehicles.
Plus d'exemples comme celui-ci:
Monster Truckgetting-started/tutorials-and-examples/monster-truck🗿 Static Functions
Inherited Entity Static Functions
Base Entityscripting-reference/classes/base-classes/entity
Returns | Name | Description | |
---|---|---|---|
![]() | table of Base Entity | GetAll | Returns a table containing all Entities of the class this is called on |
![]() | Base Entity | GetByIndex | Returns a specific Entity of this class at an index |
![]() | integer | GetCount | Returns how many Entities of this class exist |
![]() | iterator | GetPairs | Returns an iterator with all Entities of this class to be used with pairs() |
![]() | table | Inherit | Inherits this class with the Inheriting System |
![]() | table of table | GetInheritedClasses | Gets a list of all directly inherited classes from this Class created with the Inheriting System |
![]() | table or nil | GetParentClass | Gets the parent class if this Class was created with the Inheriting System |
![]() | boolean | IsChildOf | Gets if this Class is child of another class if this Class was created with the Inheriting System |
![]() | function | Subscribe | Subscribes to an Event for all entities of this Class |
![]() | function | SubscribeRemote | Subscribes to a custom event called from server |
![]() | Unsubscribe | Unsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed |
🦠 Functions
Inherited Entity Functions
Base Entityscripting-reference/classes/base-classes/Entity
Returns | Name | Description | |
---|---|---|---|
![]() | integer | GetID | Gets the universal network ID of this Entity (same on both client and server) |
![]() | table | GetClass | Gets the class of this entity |
![]() | boolean | IsA | Recursively checks if this entity is inherited from a Class |
![]() | function | Subscribe | Subscribes to an Event on this specific entity |
![]() | function | SubscribeRemote | Subscribes to a custom event called from server on this specific entity |
![]() | Unsubscribe | Unsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed | |
![]() | SetValue | Sets a Value in this Entity | |
![]() | any | GetValue | Gets a Value stored on this Entity at the given key |
Destroy | Destroys this Entity | ||
![]() | boolean | IsValid | Returns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity) |
CallRemoteEvent | Calls a custom remote event directly on this entity to a specific Player | ||
CallRemoteEvent | Calls a custom remote event directly on this entity | ||
BroadcastRemoteEvent | Calls a custom remote event directly on this entity to all Players |
Inherited Actor Functions
Base Actorscripting-reference/classes/base-classes/actor
Returns | Name | Description | |
---|---|---|---|
![]() | AddImpulse | Applies a force in world world to this Actor | |
AttachTo | Attaches this Actor to any other Actor, optionally at a specific bone | ||
Detach | Detaches this Actor from AttachedTo Actor | ||
SetCollision | Sets this Actor's collision type | ||
SetDimension | Sets this Actor's Dimension | ||
![]() | SetForce | Adds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel | |
SetGravityEnabled | Sets whether gravity is enabled on this Actor | ||
![]() | SetVisibility | Sets whether the actor is visible or not | |
SetHighlightEnabled | Sets whether the highlight is enabled on this Actor, and which highlight index to use | ||
SetOutlineEnabled | Sets whether the outline is enabled on this Actor, and which outline index to use | ||
SetLifeSpan | Sets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed. | ||
SetLocation | Sets this Actor's location in the game world | ||
SetRotation | Sets this Actor's rotation in the game world | ||
SetRelativeLocation | Sets this Actor's relative location in local space (only if this actor is attached) | ||
SetRelativeRotation | Sets this Actor's relative rotation in local space (only if this actor is attached) | ||
SetScale | Sets this Actor's scale | ||
SetNetworkAuthority | Sets the Player to have network authority over this Actor | ||
SetNetworkAuthorityAutoDistributed | Sets if this Actor will auto distribute the network authority betwen players | ||
![]() | TranslateTo | Smoothly moves this actor to a location over a certain time | |
![]() | RotateTo | Smoothly rotates this actor to an angle over a certain time | |
![]() | boolean | IsBeingDestroyed | Returns true if this Actor is being destroyed |
![]() | boolean | IsVisible | Returns true if this Actor is visible |
![]() | boolean | IsGravityEnabled | Returns true if gravity is enabled on this Actor |
![]() | boolean | IsInWater | Returns true if this Actor is in water |
![]() | boolean | IsNetworkDistributed | Returns true if this Actor is currently network distributed |
![]() | table of Base Actor | GetAttachedEntities | Gets all Actors attached to this Actor |
![]() | Base Actor or nil | GetAttachedTo | Gets the Actor this Actor is attached to |
table | GetBounds | Gets this Actor's bounds | |
![]() | CollisionType | GetCollision | Gets this Actor's collision type |
![]() | Vector | GetLocation | Gets this Actor's location in the game world |
![]() | Vector | GetRelativeLocation | Gets this Actor's Relative Location if it's attached |
Player or nil | GetNetworkAuthority | Gets this Actor's Network Authority Player | |
![]() | Rotator | GetRotation | Gets this Actor's angle in the game world |
![]() | Rotator | GetRelativeRotation | Gets this Actor's Relative Rotation if it's attached |
![]() | Vector | GetForce | Gets this Actor's force (set by SetForce() ) |
![]() | integer | GetDimension | Gets this Actor's dimension |
boolean | HasNetworkAuthority | Returns true if the local Player is currently the Network Authority of this Actor | |
boolean | HasAuthority | Gets if this Actor was spawned by the client side | |
![]() | Vector | GetScale | Gets this Actor's scale |
![]() | Vector | GetVelocity | Gets this Actor's current velocity |
AddActorTag | Adds an Unreal Actor Tag to this Actor | ||
RemoveActorTag | Removes an Unreal Actor Tag from this Actor | ||
table of string | GetActorTags | Gets all Unreal Actor Tags on this Actor | |
boolean | WasRecentlyRendered | Gets if this Actor was recently rendered on screen | |
float | GetDistanceFromCamera | Gets the distance of this Actor from the Camera | |
float | GetScreenPercentage | Gets the percentage of this Actor size in the screen |
Inherited Paintable Functions
Base Paintablescripting-reference/classes/base-classes/paintable
Returns | Name | Description | |
---|---|---|---|
![]() | SetMaterial | Sets the material at the specified index of this Actor | |
SetMaterialFromCanvas | Sets the material at the specified index of this Actor to a Canvas object | ||
SetMaterialFromSceneCapture | Sets the material at the specified index of this Actor to a SceneCapture object | ||
SetMaterialFromWebUI | Sets the material at the specified index of this Actor to a WebUI object | ||
![]() | ResetMaterial | Resets the material from the specified index to the original one | |
![]() | SetMaterialColorParameter | Sets a Color parameter in this Actor's material | |
![]() | SetMaterialScalarParameter | Sets a Scalar parameter in this Actor's material | |
![]() | SetMaterialTextureParameter | Sets a texture parameter in this Actor's material to an image on disk | |
![]() | SetMaterialVectorParameter | Sets a Vector parameter in this Actor's material | |
![]() | SetPhysicalMaterial | Overrides this Actor's Physical Material with a new one |
Returns | Name | Description | |
---|---|---|---|
![]() | AddStaticMeshAttached | Spawns and Attaches a StaticMesh into this Vehicle | |
Horn | Starts or stops the vehicles horn | ||
RecreatePhysics | Recreate the Vehicle Physics | ||
![]() | RemoveStaticMeshAttached | Removes, if existing, a StaticMesh from this Vehicle given it's custom ID | |
![]() | RemoveAllStaticMeshesAttached | Removes all StaticMeshes attached | |
SetAutoStartEngine | Sets if the Engine auto starts when the driver enters the Vehicle | ||
SetEngineStarted | Sets if the Engine is turned off/on | ||
SetDifferentialSetup | Configures the Vehicle Differential | ||
SetEngineSetup | Configures the Vehicle Engine (Torque, RPM, Braking) | ||
SetAerodynamicsSetup | Configures the Vehicle Aerodynamics Settings | ||
SetTransmissionSetup | Configures the Vehicle Transmission | ||
SetWheel | Configures a Vehicle Wheel | ||
SetDoor | Adds a Door to the Vehicle | ||
SetSteeringWheelSetup | Configures where the Steering Wheel is located | ||
SetHeadlightsSetup | Configures the Headlights Offset and Color. | ||
SetTaillightsSetup | Configures the Taillights Offset. | ||
![]() | VehiclePath | GetMesh | Gets the Asset name |
table | GetBoneTransform | Gets a Bone Transform in world space given a bone name | |
![]() | Character | GetPassenger | Gets a passenger from a seat |
![]() | table of Character | GetPassengers | Gets all passengers |
integer | GetRPM | Gets the current RPM | |
integer | GetGear | Gets the current Gear |

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 theparameter_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?)
Type | Parameter | Default | Description |
---|---|---|---|
string | id | Used further for removing or applying material settings on it | |
StaticMesh Reference | static_mesh_asset? |
| |
string | socket? |
| |
Vector | relative_location? | Vector(0, 0, 0) | |
Rotator | relative_rotation? | Rotator(0, 0, 0) |

Horn
Starts or stops the vehicles horn
my_vehicle:Horn(enable_horn)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | enable_horn |

RecreatePhysics
Call this after configuring the vehicle if passed auto_create_physics
to constructor
my_vehicle:RecreatePhysics()

RemoveStaticMeshAttached
Removes, if existing, a StaticMesh from this Vehicle given it's custom ID
my_vehicle:RemoveStaticMeshAttached(id)
Type | Parameter | Default | Description |
---|---|---|---|
string | id |

RemoveAllStaticMeshesAttached
Removes all StaticMeshes attached
my_vehicle:RemoveAllStaticMeshesAttached()

SetAutoStartEngine
Sets if the Engine auto starts when the driver enters the Vehicle
my_vehicle:SetAutoStartEngine(auto_start)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | auto_start |

SetEngineStarted
Sets if the Engine is turned off/on (this will affect Lights, Sounds and ability to Throttle)
my_vehicle:SetEngineStarted(started)
Type | Parameter | Default | Description |
---|---|---|---|
boolean | started |

SetDifferentialSetup
Configures the Vehicle Differential
my_vehicle:SetDifferentialSetup(differential_type?, front_rear_split?, front_left_right_split?, rear_left_right_split?, center_bias?, front_bias?, rear_bias?)
Type | Parameter | Default | Description |
---|---|---|---|
DifferentialType | differential_type? | LimitedSlip_4W | |
float | front_rear_split? | 0.45 | Ratio of torque split between front and rear bigger than 0.5 means more to front lower than 0.5 means more to rear (works only with 4W type) |
float | front_left_right_split? | 0.5 | Ratio of torque split between front-left and front-right bigger than 0.5 means more to front-left lower than 0.5 means more to front-right (works only with 4W and LimitedSlip_FrontDrive) |
float | rear_left_right_split? | 0.5 | Ratio of torque split between rear-left and rear-right bigger than 0.5 means more to rear-left lower than 0.5 means more to rear-right (works only with 4W and LimitedSlip_RearDrive) |
float | center_bias? | 1.3 | Maximum allowed ratio of average front wheel rotation speed and rear wheel rotation speeds Acceptable range: 1 .. infinite (works only with LimitedSlip_4W) |
float | front_bias? | 1.3 | Maximum allowed ratio of front-left and front-right wheel rotation speeds Acceptable range: 1 .. infinite (works only with LimitedSlip_4W, LimitedSlip_FrontDrive) |
float | rear_bias? | 1.3 | Maximum allowed ratio of rear-left and rear-right wheel rotation speeds Acceptable range: 1 .. infinite (works only with LimitedSlip_4W, LimitedSlip_FrontDrive) |

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?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | max_torque? | 700 | Max Engine Torque (Nm) is multiplied by TorqueCurve |
integer | max_rpm? | 5700 | Maximum revolutions per minute of the engine |
integer | idle_rpm? | 1200 | Idle RMP of engine then in neutral/stationary |
float | brake_effect? | 0.05 | Braking effect from engine, when throttle released |
integer | rev_up_moi? | 5 | Affects how fast the engine RPM speed up |
integer | rev_down_rate? | 600 | Affects how fast the engine RPM slows down |

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?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | mass? | 1500 | Mass of the vehicle chassis |
float | drag_coefficient? | 0.3 | Force resisting forward motion at speed |
integer | vehicle_chassis_width? | 180 | Chassis width used for drag force computation (cm) |
integer | vehicle_chassis_height? | 140 | Chassis height used for drag force computation (cm) |
float | vehicle_downforce_coefficient? | 0.3 | Force pressing vehicle into ground at speed |
Vector | center_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 |

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?)
Type | Parameter | Default | Description |
---|---|---|---|
float | transmission_final_ratio? | 3.08 | The final gear ratio multiplies the transmission gear ratios |
integer | transmission_change_up_rpm? | 4500 | Engine Revs at which gear up change ocurrs |
integer | transmission_change_down_rpm? | 2000 | Engine Revs at which gear down change ocurrs |
float | transmission_gear_change_time? | 0.4 | Time it takes to switch gears (seconds) |
float | transmission_efficiency? | 0.94 | Mechanical 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?)
Type | Parameter | Default | Description |
---|---|---|---|
integer | index | Index of the wheel (0-N). Set it in ASC order | |
string | bone_name | Name of the bone to attach this wheel to | |
integer | radius? | 32 | Radius of the wheel |
integer | width? | 20 | Width of the wheel |
integer | max_steer_angle? | 50 | Steer angle in degrees for this wheel |
Vector | offset? | 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 |
boolean | is_affected_by_engine? | true | Whether engine should power this wheel |
boolean | is_affected_by_brake? | true | Whether brake should affect this wheel |
boolean | is_affected_by_handbrake? | true | Whether handbrake should affect this wheel |
boolean | has_abs_enabled? | false | Advanced Braking System Enabled |
boolean | has_traction_control_enabled? | false | Straight Line Traction Control Enabled |
integer | max_brake_torque? | 1500 | Max brake torque for this wheel (Nm) |
integer | max_handbrake_torque? | 3000 | Max handbrake brake torque for this wheel (Nm). A handbrake should have a stronger brake torque than the brake |
integer | cornering_stiffness? | 1000 | Tyre Cornering Ability |
float | side_slip_modifier? | 1.0 | Wheel Lateral Skid Grip Loss, lower number less grip on skid |
float | friction_force_multiplier? | 2.0 | Friction Force Multiplier |
float | slip_threshold? | 20.0 | Wheel Longitudinal Slip Threshold |
float | skid_threshold? | 20.0 | Wheel Lateral Skid Threshold |
float | suspension_spring_rate? | 250.0 | Spring Force (N/m) |
float | suspension_spring_preload? | 50.0 | Spring Preload (N/m) |
float | suspension_max_raise? | 10.0 | How far the wheel can go above the resting position |
float | suspension_max_drop? | 10.0 | How far the wheel can drop below the resting position |
float | suspension_smoothing? | 0.0 | Smooth suspension [0-off, 10-max] - Warning might cause momentary visual inter-penetration of the wheel against objects/terrain |
float | suspension_damping_ratio? | 0.5 | Suspension damping, larger value causes the suspension to come to rest faster [range 0 to 1] |
float | suspension_wheel_load_ratio? | 0.5 | Amount 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. |
Vector | suspension_axis? | Vector(0, 0, -1) | Local body direction in which where suspension forces are applied (typically along -Z-axis) |
Vector | suspension_force_offset? | Vector(0, 0, 0) | Vertical offset from where suspension forces are applied (along Z-axis) |

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)
Type | Parameter | Default | Description |
---|---|---|---|
integer | seat_index | ||
Vector | offset_location | ||
Vector | seat_location | ||
Rotator | seat_rotation | ||
integer | trigger_radius | ||
integer | leave_lateral_offset | It's where the Character will be ejected when leaving it (e.g. -150 for left door or 150 for right door) |

SetSteeringWheelSetup
Configures where the Steering Wheel is located, so Characters can grab it procedurally properly
my_vehicle:SetSteeringWheelSetup(location, radius)

SetHeadlightsSetup
Configures the Headlights Offset and Color.
my_vehicle:SetHeadlightsSetup(location, color?)

SetTaillightsSetup
Configures the Taillights Offset.
my_vehicle:SetTaillightsSetup(location)
Type | Parameter | Default | Description |
---|---|---|---|
Vector | location |

GetMesh
Gets the Asset name
Returns VehiclePath (asset path)
local ret = my_vehicle:GetMesh()

GetBoneTransform
Gets a Bone Transform in world space given a bone name
Returns table (in the format{ Location: Vector, Rotation: Rotator }
)
local ret = my_vehicle:GetBoneTransform(bone_name)
Type | Parameter | Default | Description |
---|---|---|---|
string | bone_name |

GetPassenger
Gets a passenger from a seat
Returns Character (or nil if no passenger in seat)
local ret = my_vehicle:GetPassenger(seat)
Type | Parameter | Default | Description |
---|---|---|---|
integer | seat |

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()

GetGear
Gets the current Gear
Returns integer
local ret = my_vehicle:GetGear()
🚀 Events
Inherited Entity Events
Base Entityscripting-reference/classes/base-classes/Entity
Name | Description | |
---|---|---|
![]() | Spawn | Triggered when an Entity is spawned/created |
![]() | Destroy | Triggered when an Entity is destroyed |
![]() | ValueChange | Triggered when an Entity has a value changed with :SetValue() |
![]() | ClassRegister | Triggered when a new Class is registered with the Inheriting System |
Inherited Actor Events
Base Actorscripting-reference/classes/base-classes/actor
Name | Description | |
---|---|---|
DimensionChange | Triggered when an Actor changes it's dimension |
Name | Description | |
---|---|---|
![]() | Horn | Triggered when Vehicle honks |
![]() | Hit | Triggered when Vehicle hits something |
![]() | CharacterEnter | Triggered when a Character fully enters the Vehicle |
![]() | CharacterLeave | Triggered when a Character fully leaves the Vehicle |
CharacterAttemptEnter | Triggered when a Character attempts to enter the Vehicle | |
CharacterAttemptLeave | Triggered when a Character attempts to leave the Vehicle | |
TakeDamage | Triggered when this Vehicle takes damage |

Horn
Triggered when Vehicle honks
Vehicle.Subscribe("Horn", function(self, is_honking)
end)

Hit
Triggered when Vehicle hits something
Vehicle.Subscribe("Hit", function(self, impact_force, normal_impulse, impact_location, velocity)
end)
Type | Argument | Description |
---|---|---|
Vehicle | self | |
integer | impact_force | The intensity of the Hit normalized by the Vehicle's weight |
Vector | normal_impulse | The impulse direction it hits |
Vector | impact_location | The world 3D location of the impact |
Vector | velocity | The Vehicle velocity at the moment it hits |

CharacterEnter
Triggered when a Character fully enters the Vehicle
Vehicle.Subscribe("CharacterEnter", function(self, character, seat)
end)

CharacterLeave
Triggered when a Character fully leaves the Vehicle
Vehicle.Subscribe("CharacterLeave", function(self, character)
end)

CharacterAttemptEnter
Triggered when a Character attempts to enter the Vehicle
Return false to prevent it
Vehicle.Subscribe("CharacterAttemptEnter", function(self, character, seat)
end)

CharacterAttemptLeave
Triggered when a Character attempts to leave the Vehicle
Return false to prevent it
Vehicle.Subscribe("CharacterAttemptLeave", function(self, character)
end)

TakeDamage
Triggered when this Vehicle takes damage
Returnfalse
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)
end)