Vehicle Assetsļ
GUID 32-digit hexadecimal: Refer to GUID documentation.
Type enum (Vehicle
)
Rarity enum (Common
, Uncommon
, Rare
, Epic
, Legendary
, Mythical
): Rarity of the vehicle, as text shown in menus and colors used for highlights. Defaults to Common
rarity.
Engine enum (Blimp
, Boat
, Car
, Helicopter
, Plane
, Train
): Defaults to Car
. Some properties will only be usable depending on the Engine
enumerator used, or may behave differently.
ID uint16: Must be a unique identifier.
Vehicle Propertiesļ
Bicycle flag: Player character should use a bicycling animation.
Bicycle_Anim_Speed float: Multiplier on the speed of the bicycling animation.
Bypass_Hash_Verification flag: Disable hash verification check, and allow for mismatched files.
Bypass_ID_Limit flag: Allows for using an ID
value within the range reserved for official content.
Cam_Driver_Offset float: The vertical offset for the driverās first-person camera, in meters.
Cam_Follow_Distance float: The distance behind the player the third-person camera should be placed at, in meters. Defaults to 5.5.
Cam_Passenger_Offset float: The vertical offset for a passengerās first-person camera, in meters.
Can_Be_Locked bool: Whether or not the vehicle can be locked a player. Defaults to true.
Crawler flag: Disables the Wheel_#
GameObjects from turning when steering by setting the default value of Num_Steering_Tires
to 0. This property has no effect if Num_Steering_Tires
has been manually set.
Drops_Table_ID uint16: ID of the item spawn table to use when the vehicle is destroyed. Defaults to 962.
Drops_Min uint8: Minimum amount of item drops to spawn when the vehicle is destroyed. Defaults to 3.
Drops_Max uint8: Maximum amount of item drops to spawn when the vehicle is destroyed. Defaults to 7.
Exit float: Distance away from the vehicle to teleport when exiting. Defaults to 2.
Has_Clip_Prefab bool: Whether or not the vehicle has a Clip.prefab. If the vehicle should use the same prefab on the server as on the client, set to false. For example, most official content uses Has_Clip_Prefab false
. Defaults to true.
Has_Horn bool: Whether or not the vehicle should have a horn. Defaults to true when the vehicle either has a Horn
AudioClip, or the HornAudioClip
property has been set to a valid path. Otherwise, defaults to false.
HornAudioClip Master Bundle Pointer: AudioClip to play when using the horn.
IgnitionAudioClip Master Bundle Pointer: AudioClip to play when after entering the driverās seat.
LockMouse flag: First-person camera movement is locked while driving. This is useful for Engine Plane
and Engine Helicopter
, as a playerās mouse movement while in first-person can be used to steer the vehicle.
Num_Steering_Tires int32: Total number of tires that should turn when steering. Defaults to 2 when using Engine Car
, to 1 when using any other Engine
enumerator, or to 0 if the Crawler
property has been set.
Pitch_Drive float: Multiplier on the pitch of the engine audio while driving. Defaults to 0.03 when using Engine Helicopter
, or to 0.1 when using Engine Blimp
. For other Engine
enumerators, it defaults to 0.025 if the audio clip is named āEngine_Largeā, or to 0.075 if the audio clip is named āEngine_Smallā.
Pitch_Idle float: Multiplier on the pitch of the engine audio while idle. Defaults to 0.625 if the audio clip is named āEngine_Large, or to 0.75 if the audio clip is named āEngine_Smallā.
Reclined flag: Player character should use a reclined idle animation.
Should_Spawn_Seat_Capsules bool: If true, capsule colliders will be attached to the Seat
GameObject in order to prevent players from clipping into the ground. This is useful for vehicles that do not have a roof. Defaults to false.
Steering_Tire_# int32: Set a Wheel_#
GameObject as a steering tire, which will visibly turn when steering. By default, a number of steering tires equal to the value of Num_Steering_Tires
will be automatically set. These will start at Steering_Tire_0 0
(corresponding to Wheel_0
), and increment upwards.
Supports_Mobile_Buildables flag: Barricades and other buildables cannot be placed on this vehicle.
Tire_ID uint16: ID of the item that should given when a tire is manually removed with a ToolAsset that has Mode Remove
, and can also be manually attached to the vehicle if the specified item ID is for a ToolAsset with Mode Add
. Defaults to 1451.
Trunk_Storage_X byte: Number of columns (horizontal storage space). Defaults to 0.
Trunk_Storage_Y byte: Number of rows (vertical storage space). Defaults to 0.
Valid_Speed_Down float: Configuring this will override the sanity check for reversing speed, in m/s (meters per second). Defaults to 25 when using Engine Car
, to 25 when using Engine Boat
, or to 100 otherwise.
Valid_Speed_Horizontal float: Configuring this will override the sanity check for horizontal speed. This value is multiplied by PlayerInput.RATE (0.08), and then squared. Defaults to (Speed_Max * 0.125)^2
when using Engine Helicopter
or Engine Blimp
, or to (Speed_Max * 0.1)^2
otherwise. This property is useful for vehicles with speed that the server cannot predict, such as force-applying Unity components.
Valid_Speed_Up float: Configuring this will override the sanity check for forward speed, in m/s (meters per second). Defaults to 12.5 when using Engine Car
, to 3.25 when using Engine Boat
, or to 100 otherwise.
Zip flag: Player character should use a handlebar idle animation.
Handlingļ
Air_Steer_Min float: The angle to turn when moving slowly, when using Engine Plane
. Defaults to the value of Steer_Min
.
Air_Steer_Max float: The angle to turn when moving quickly, when using Engine Plane
. Defaults to the value of Steer_Max
.
Air_Turn_Responsiveness float: Sensitivity on steering while airborne, when using Engine Plane
. Defaults to 2.
Brake float: The amount of braking force to apply.
Center_Of_Mass_X float: Overrides the vehicleās center of mass on the š-axis, when using Override_Center_Of_Mass true
.
Center_Of_Mass_Y float: Overrides the vehicleās center of mass on the š -axis, when using Override_Center_Of_Mass true
.
Center_Of_Mass_Z float: Overrides the vehicleās center of mass on the š”-axis, when using Override_Center_Of_Mass true
.
Lift float: The amount of upwards lift force to apply, when using Engine Plane
.
Override_Center_Of_Mass bool: If true, override the vehicleās center of mass with the values from the Center_Of_Mass_#
Vector3 properties. This allows for modifying a vehicleās center of gravity without needing to move the Cog
GameObject in Unity.
Physics_Profile GUID: GUID of a VehiclePhysicsProfileAsset to use. Using a vehicle physics profile is optional. Defaults to 47258d0dcad14cb8be26e24c1ef3449e
when using Engine Boat
, to 6b91a94f01b6472eaca31d9420ec2367
when using Engine Car
, to bb9f9f0204c4462ca7d976b87d1336d4
when using Engine Helicopter
, or to 93a47d6d40454335b4784e803628ac54
when using Engine Plane
.
Sleds flag: Tires should easily roll. For example, most planes will use this property.
Speed_Min float: The vehicleās maximum reversing speed, in m/s (meters per second). In-game, a vehicleās speed is displayed as either kph (kilometers per hour) or mph (miles per hour). For example, a vehicle that uses Speed_Min -7
will have a maximum reversing speed of 25.2 kph (15.66 mph).
Speed_Max float: The vehicleās maximum forward speed, in m/s (meters per second). For all Engine
enumerators except for the Train
enumerator, this value is multiplied by 1.25 because the vehicle adjusts wheel torque trying to match a specific speed. For example, a vehicle that uses Speed_Max 12.5
and is using Engine Car
will have a maximum forward speed of 56.25 kph (34.95 mph).
Steer_Min float: The angle to turn when moving slowly.
Steer_Max float: The angle to turn when moving quickly. This value is multiplied by 0.75.
Traction flag: Tires should have traction in snowy positions.
Wheel_Collider_Mass_Override float: Override the mass of the vehicleās Wheel Collider components. This allows for quickly modifying the mass of the wheel colliders without needing to rebundle the asset in Unity. If a vehicle has realistic mass, then it may be helpful to set this value to something exceptionally high (e.g., 500). Defaults to null
.
Healthļ
Bumper_Invulnerable flag: The vehicle cannot be damaged by collisions (such as with other vehicles, objects, placeables, or entities).
Bumper_Multiplier float: Multiplier on the value for detecting collisions. When less than 1, the vehicle must be moving at a higher speed to enter a collision. When greater than 1, the vehicle can enter a collision while moving at a lower speed. Defaults to 1.
Can_Repair_While_Seated bool: If true, a player can repair the vehicle while also sitting in it. Defaults to false.
Child_Explosion_Armor_Multiplier float: Multiplier on the damage taken by barricades and other buildables placed on the vehicle, by explosions. Defaults to 0.2.
Environment_Invulnerable flag: The vehicle cannot be damaged by animals, zombies, or boulders thrown by mega zombies.
Explosions_Invulnerable flag: The vehicle cannot be damaged by explosions.
Health uint16: Total health value. Defaults to 0.
Health_Min uint16: Maximum possible health to spawn with. Defaults to 0.
Health_Max uint16: Minimum possible health to spawn with. Defaults to 0.
Invulnerable flag: The vehicle cannot be damaged by lower-power Weapon Assets that do not have the Invulnerable
flag.
Passenger_Explosion_Armor float: Multiplier on the damage taken by players sitting in the vehicle, by explosions. Defaults to 1.
Tires_Invulnerable flag: Tires cannot be damaged.
Fuelļ
Fuel uint16: Total fuel capacity. Defaults to 0.
Fuel_Burn_Rate float: The rate fuel burns at. Defaults to 2.05 when using Engine Car
, or to 4.2 otherwise.
Fuel_Min uint16: Minimum possible fuel to spawn with. Defaults to 0.
Fuel_Max uint16: Minimum possible fuel to spawn with. Defaults to 0.
Batteryļ
Battery_Burn_Rate float: The rate battery charge is consumed at. Defaults to 20.
Battery_Charge_Rate float: The rate battery charge is recharged at. Defaults to 20.
Battery_Powered flag: The vehicle does not use fuel. For example, this flag is useful for creating electric vehicles.
Battery_Spawn_Charge_Multiplier float: Multiplier on the battery charge a newly-spawned vehicle with a vehicle battery will have. Setting this to a number less than 1 will result in the vehicle spawning with less battery charge than normal. Defaults to 1.
BatteryMode_Driving enum (EBatteryMode): How the vehicle battery should behave when a player is driving it. Defaults to Charge
.
BatteryMode_Empty enum (EBatteryMode): How the vehicle battery should behave when the vehicle is empty. Defaults to None
.
BatteryMode_Headlights enum (EBatteryMode): How the vehicle battery should behave when the headlights are on. Defaults to Burn
.
BatteryMode_Sirens enum (EBatteryMode): How the vehicle battery should behave when the siren is on. Defaults to Burn
.
Can_Steal_Battery bool: Whether or not the vehicle battery can be removed from the vehicle by a player. Defaults to true.
Cannot_Spawn_With_Battery flag: The vehicle does not spawn with a vehicle battery.
Staminaļ
Stamina_Boost float: When a value is specified, this property allows for using stamina to boost. The value specified is the multiplier on the speed a vehicle can go without using a stamina boost. For example, Stamina_Boost 0.5
would only let vehicle move at 50% its maximum speed normally, but using stamina to boost would it reach its maximum speed. This property is often used with Stamina_Powered
, but this is not required.
Stamina_Powered flag: The vehicle does not use fuel or a vehicle battery.
Explosionļ
Explosion GUID or uint16: GUID or legacy ID of EffectAsset to play when destroyed.
Explosion_Min_Force_X float: Minimum amount of force applied on the š-axis when the vehicle explodes. Defaults to 0.
Explosion_Max_Force_X float: Maximum amount of force applied on the š-axis when the vehicle explodes. Defaults to 0.
Explosion_Min_Force_Y float: Minimum amount of force applied on the š -axis when the vehicle explodes. This property must be set in order to use other Explosion_Min_Force_#
properties. Defaults to 1024.
Explosion_Max_Force_Y float: Maximum amount of force applied on the š -axis when the vehicle explodes. This property must be set in order to use other Explosion_Max_Force_#
properties. Defaults to 1024.
Explosion_Min_Force_Z float: Minimum amount of force applied on the š”-axis when the vehicle explodes. Defaults to 0.
Explosion_Max_Force_Z float: Maximum amount of force applied on the š”-axis when the vehicle explodes. Defaults to 0.
ShouldExplosionCauseDamage bool: If true, the explosion caused by the vehicle being destroyed will deal damage. Defaults to true if Explosion
is specified.
ShouldExplosionBurnMaterials bool: If true, the materials of the vehicleās Model_#
GameObjects will be tinted black when the vehicle is destroyed. Defaults to true if Explosion
is specified.
Turretļ
Turrets uint8: Number of turrets on the vehicle. All of the other turret properties require that this property is set. Defaults to 0.
Turret_#_Seat_Index uint8: Which Seat_#
GameObject the turret is usable from. Defaults to 0 (corresponding to Seat_0
).
Turret_#_Item_ID uint16: ID of the item usable from the turret seat. This is often used with a GunAsset that has the Turret
property, but any item can be used.
Turret_#_Yaw_Min float: Minimum allowed rotation of the turret through the azimuth, in degrees. If this is set to -360, it can rotate leftward forever.
Turret_#_Yaw_Max float: Maximum allowed rotation of the turret through the azimuth, in degrees. If this is set to 360, it can rotate rightward forever.
Turret_#_Pitch_Min float: Minimum allowed rotation of the turret through the elevation, in degrees.
Turret_#_Pitch_Max float: Maximum allowed rotation of the turret through the elevation, in degrees.
Turret_#_Ignore_Aim_Camera flag: Disable having the camera positioned at the Aim
GameObject.
Trainļ
These properties should be used with Engine Train
.
Train_Car_Length float: The distance between each train car on the train, in meters.
Train_Track_Offset float: The offset the train car is above the track, in meters.
Train_Wheel_Offset float: The offset between the wheels, in meters.
Economyļ
Shared_Skin_Lookup_ID uint16: Share skins with another vehicle. Defaults to the value of ID
.
Shared_Skin_Name string: When generating images, the image name will contain the value of this string instead of the vehicleās file name. Often used with Shared_Skin_Lookup_ID
.
Size2_Z float: Orthogonal camera size for economy icons.
Localizationļ
Name string: Vehicle name in user interfaces.