This page aims to give details on what each attribute means when it comes to GTA 5's vehicle handling files. These explanations can also been seen by clicking the appropriate attribute on a vehicle page on the site.
Written by: Broughy1322, with continued updates from vehicle experts
Vehicle mass, in kg. This only impacts collisions, with a higher weight vehicle suffering less from collisions than a lower weight vehicle. It does not impact performance or handling behaviour in any way.
Simulates aeodynamic drag casued by air, which higher values meaning the vehicle is more affected and therefore has lower a maximum speed.
How deep the vehicle can be submerged in water before drowning, as a percent of the model's height.
Location of the vehicle's centre of mass relative to the centre of the model, in metres, with a value of 0 being in the centre of each axis (x = right/left, y = front/back, z = up/down) and higher values corresponding to right, front, and up respectively.
How hard it is for the vehicle to rotate or stop rotating around each axis (x = pitch, y = roll, z = yaw), with higher values meaning it takes more time to rotate or stop rotating [ie. less responsive]. Essentially the vehicle's feeling of weight, with higher values meaning a more weighty vehicle.
How engine power is distributed to each axle (front/rear), with a value of 1 giving 100% power to the front wheels (FWD) and 0 giving 100% power to the rear wheels (RWD). As an example, a value of 0.3 means 30% of power goes to the front wheels, with 70% to the rear (AWD). Values greater than 0.9 snap to 1, and values less than 0.1 snap to 0.
The number of forward gears the vehicle has. All transmission upgrades increase this value by 1. Newer builds (after 1604) support 10 forward gears, with older builds supporting 7.
The base total force applied by the wheels on the ground. Directly correlated to acceleration with vehicles having a baseline acceleration of approximately 10 * InitialDriveForce m/s2 (with upgrades, gear ratios, drag, etc. affecting this further). Essentially a relative engine torque value, where higher values produce more torque using the formula baseTorqueNm = fInitialDriveForce * fMass. Due to GTA 5's torque curve being flat until 80% RPM (then dropping to 60% torque), higher values here also allow longer/more acceleration and increase top speed.
How fast the vehicle's engine will rev, with higher values equating to hitting the redline quicker. Low values reduce acceleration, but high values may not increase acceleration beyond fInitialDriveForce capability.
How fast the vehicle's gears will shift up, with higher values equating to shorter shifting times. A value of 1 means the gear will take 0.9 seconds to shift up, with a value of 0.5 meaning it will take 1.8 seconds, a value of 2 taking 0.45 seconds, and so on.
How fast the vehicle's gears will shift down, with higher values equating to shorter shifting times. A value of 1 means the gear will take 0.9 seconds to shift up, with a value of 0.5 meaning it will take 1.8 seconds, a value of 2 taking 0.45 seconds, and so on.
The top speed of the vehicle's engine without external factors, including drag, hills, bumps, or the engine power itself, in km/h. Higher values mean higher in-game top speeds assuming all other factors are equal. Essentially specifies the final drive ratio of the gears.
How hard the bite on the brakes is at 100% brake input, with higher values equating to stronger braking.
How much braking is done by the vehicle's front wheels and how much by the rear, with a value of 1 meaning only the front brakes are used and 0 meaning only the rear brakes are used. As an example, a value of 0.45 means 45% of the braking is done by the front wheels, with 55% done by the rear.
The braking force (working identically to fBrakeForce) of the handbrake. The handbrake is on/off unlike regular brakes which can be used for example at half input. Only locks the rear wheels.
How much the vehicle's inner wheel will turn when stopped, in degrees. When travelling at higher speeds, steering angle is reduced from this maximum.
The vehicle's maximum tyre grip (when the wheels are gripping the road surface during cornering and the vehicle is under its own power). The values roughly equate to g's of grip (such that a value of 1 means cornering at 1g).
The vehicle's minimum tyre grip (when the wheels are sliding beyond their optimum slip angle during cornering, or when the vehicle's wheels are locked due to braking/slipping while accelerating). The values roughly equate to g's of grip (such that a value of 1 means cornering at 1g).
The full angular range, in degrees, of the vehicle's slip angle (which is the difference between where the wheel is pointing and where it's actually going). This value is the maximum angle the vehicle's tyre can handle during cornering before the wheels start to slide and revert from fTractionCurveMax to fTractionCurveMin.
Determines the distance, in metres, that a vehicle will pull back towards the direction it came from when it becomes completely stationary. A value of 0 equates to a completely hard stop.
How much traction the vehicle loses at low speeds, with higher values meaning the vehicle is more prone to wheelspin at low speeds. An approximate formula for how much traction the vehicle has at low speed is 1 / (1 + fLowSpeedTractionLossMult), so a value of 1 means a car will have around half as much traction at low speed.
The lateral force pushing the vehicle towards its roll direction (chassis roll relative to the world), when tires are on the ground.
How much grip is experienced by the vehicle's front wheels and how much by the rear, with a value of 1 meaning only the front wheels are gripping the road and 0 meaning only the rear wheels. As an example, a value of 0.48 means 48% of the grip is experienced by the front wheels, with 52% experienced by the rear.
How much traction and top speed the vehicle loses when driving on surfaces whose grip multiplier is not 1.0 (the value of normal road), with higher values meaning more traction/speed loss on surfaces such as dirt.
How stiff the vehicle's suspension is, with higher values equating to more stiff suspension.
How the vehicle's suspension is dampened under compression, with higher values equating to suspension compressing faster (giving more direct feeling suspension but more bounce). If this value is set to fSuspensionForce/2 it perfectly cancels the compression in 1 bounce.
How the vehicle's suspension is dampened under extension, with higher values equating to suspension extending slower (giving more stable suspension and less bounce). If this value is set to fSuspensionForce/2 it perfectly cancels the rebound in 1 bounce.
The vehicle's maximum suspension travel under compression, in metres, with higher values equating to more travel. Value is relative to the car's rest height which equates to a value of 0 at rest. Combine with fSuspensionLowerLimit for total suspension travel.
The vehicle's maximum suspension travel under extension, in metres, with higher values equating to more travel. Value is relative to the car's rest height which equates to a value of 0 at rest. Combine with fSuspensionUpperLimit for total suspension travel.
The vehicle's natural ride height, in metres, with higher values lifting the vehicle higher and negative values lowering the vehicle.
How much suspension stiffness and dampening is experienced by the vehicle's front wheels and how much by the rear, with a value of 1 meaning only the front wheels are receiving suspension effects and 0 meaning only the rear wheels. As an example, a value of 0.50 means 50% of the suspension stiffness is experienced by the front wheels, with 50% experienced by the rear.
How strong the vehicle's anti-roll characteristics are, with higher values meaning the vehicle experiences more force on the opposite wheel to that which hits a bump to keep the vehicle upright.
How much anti-roll strength is experienced by the vehicle's front wheels and how much by the rear, with a value of 1 meaning only the front wheels are receiving anti-roll effects and 0 meaning only the rear wheels. As an example, a value of 0.49 means 49% of the anti-roll strength is experienced by the front wheels, with 51% experienced by the rear.
The pivot point at which the vehicle's bodyroll happens for the front wheels, in metres, relative to the bottom of the vehicle's wheels (meaning roll centre does not change as suspension moves). If the z axis for vecCentreOfMassOffset is significantly higher than this point, the vehicle will tip over easily, and if lower it will lean inwards like a Tyrus.
The pivot point at which the vehicle's bodyroll happens for the rear wheels, in metres, relative to the bottom of the vehicle's wheels (meaning roll centre does not change as suspension moves). If the z axis for vecCentreOfMassOffset is significantly higher than this point, the vehicle will tip over easily, and if lower it will lean inwards like a Tyrus.
Multiplier for how damaged the vehicle will get from collisions, with a value of 1 being default and a value of 0 equating to no damage (only scratches and cracked windows).
Multiplier for how damaged the vehicle will get from weapons, with a value of 1 being default (so a value of 0.5 means a bullet with 10 damage will actually deal 5 damage, and a value of 2 means dealing 20 damage).
Multiplier for how deformed the vehicle will get from damage, with a value of 1 being default (so a value of 0.5 means half deformation and a value of 2 means double deformation, from the same amount of damage).
Multiplier for how affected the vehicle's engine will be from damage, with a value of 1 being default (so a value of 0.5 means half as affected and a value of 2 means double affected, from the same amount of damage).
Size of the vehicle's fuel tank in litres. Essentially dictates how far the vehicle can travel when leaking petrol before dying, with largery values equating to taking longer to drain.
Size of the vehicle's oil tank in litres. Engine oil starts leaking if the engine is damaged below 200 health, and will be further damaged when the oil level drops below 25% capacity.
Location of the vehicle's driver, in metres, with a value of 0 being where the car's seat is (x = right/left, y = front/back, z = up/down) and higher values corresponding to left, back, and down respectively.
Not well defined.
Hex values that equate to various attributes related to vehicle model functions (eg. a value of 1 in the second column from the right indicates the vehicle has ABS). Actual attributes listed in Handling Flags section.
Hex values that equate to various attributes related to vehicle handling functions (eg. a value of 2 in the fifth column from the right indicates the vehicle has Tyres Can Clip). Actual attributes listed in Handling Flags section.
Hex values that equate to various attributes related to vehicle damage functions (eg. a value of 1 in the first column from the right indicates the vehicle's driver side front door is unbreakable). Actual attributes listed in Handling Flags section.
Tells AI which handling profile to use when driving the vehicle (from AVERAGE, SPORTS_CAR, TRUCK, and CRAP)
Hex values that equate to various attributes related to experimental vehicle functions (eg. a value of 4 in the seventh column from the right indicates the vehicle does not benefit from having Tyres Can Clip). Actual attributes listed in Handling Flags section.
Uses double door animations for the rear doors.
Uses bus animations for entry & exit.
Uses animations suitable for cars with a low ride height.
Alters the way the AI drive around corners.
Arcade style Anti-Lock Braking System (ABS) equipped as standard; minimal slip allowed.
Arcade style Anti-Lock Braking System (ABS) equipped with braking upgrade; minimal slip allowed.
Realistic style Anti-Lock Braking System (ABS) equipped as standard; some slip allowed.
Realistic style Anti-Lock Braking System (ABS) equipped with braking upgrade; some slip allowed.
For vehicles that don't have any openable doors.
Allows two people to use the front passenger seat.
Uses seated boat animation instead of standing.
For vehicles with tracks instead of tyres.
Removes all exhaust particles.
Creates a second exhaust by mirroring the model's exhaust over the y-axis.
Prevents player from using rear-view when in first person mode.
Allows entry into the vehicle even if there are no currently accessible doors.
Front wheels stay vertical to the car.
Front wheels stay parallel to each other.
Front wheels can tilt.
Currently undefined.
Rear wheels stay vertical to the car.
Rear wheels stay parallel to each other.
Rear wheels can tilt.
Chassis hitbox is taken into account when suspension is compressed while hitting the ground, with sparks rendered.
Does not render steering animations.
Has bulletproof tyres as standard.
Can't explode or be rendered inoperable from damage.
Duplicates the skidmarks of the front tyres.
For RC vehicles; the player model is hidden upon entering.
Duplicates the skidmarks of the rear tyres.
Prevents wheel bones from detatching off the vehicle due to damage.
Induces more wheel camber only on vehicles with the has_lowrider_hydraulics meta flag plus hydraulic suspension modkit.
Simulates progressive spring suspension, making suspenion compression motion smoother.
Reduces mass added from upgrades.
Partially enables KERS on the vehicle; disabled horn and shows the recharge bar below the minimap. KERS boost itself still needs to be enabled by the set_vehicle_kers_allowed native.
Inverts the way grip works on the vehicle. When enabled, grip starts at the fTractionCurveMin value and may increase up to the fTractionCurveMax value upon wheel slip. Grip stays at max beyond the vehicle's peak slip angle. This means the vehicle will strongly resist sliding and will keep gripping even at extreme angles of slide.
Disables handbrake control for the vehicle.
Steers the rear wheels instead of the front.
Handbrake control makes the rear wheels steer in addition to the front.
Steers all wheels, with rear wheels steering at the same lock angle as the front.
Disables engine-braking when no throttle is applied.
Disables reversing for the vehicle.
Makes the vehicle slower to flip back on its wheels.
Disables steering on all wheels, for use with vehicles with tracks.
Gives the vehicle a variable-ratio transmission, for use with vehicles with 1 gear. The vehicle starts with a gear ratio of 5.0 when standing still and decreases as speed increases, ending at a ratio of 0.9 when at 90% of the vehicle's fInitialDriveMaxFlatVel. If there are more than 1 gears, it will force the vehicle into top gear upon acceleration.
Currently undefined.
Currently undefined.
Currently undefined.
Less grip loss from deep mud or snow, most notably in North Yankton.
Allows tyres to clip into the ground when under enough pressure. Effectiveness depends on tyre sidewall, with larger sidewalls (for example off-road tyres) performing better. If 04000000 is applied in strAdvancedFlags, the effect of this flag is tied to the sidewall size of the stock tyres only (disregarding the sidewall of whatever tyre is currently applied).
Currently undefined.
Currently undefined.
Gravity constant increased by 10% to 10.78 m/s2, resulting in increased grip & falling faster when airborne. Also gives a vehicle increased power (around half as much as offroad_abilities_x2).
Gravity constant increased by 20% to 11.76 m/s2, resulting in increased grip & falling faster when airborne. Also gives a vehicle bush immunity, increased power, and auto-levelling in mid-air.
Includes the tyres in the general collision hitbox of the vehicle, for vehicles whose wheels extend beyond the bodywork.
Gravity constant increased by 20% to 11.76 m/s2, resulting in increased grip & falling faster when airborne. Also gives a vehicle bush immunity and increased power. Identical to off_road_abilities_x2 without auto-levelling in mid-air. Previously referred to as offroad_abilities_x3.
Currently undefined.
Allows motorcycles to lose traction.
Currently undefined.
Prevents vehicle doors (including hood and trunk) from opening in collisions.
Currently undefined.
Increases force acting on the vehicle when attempting to flip it back on its wheels. Makes it easier to flip back over.
Allows a motorcycle to perform wheelies at very low speeds.
Currently undefined.
Marks the driver side front door (door_dside_f) bone as non-breakable.
Marks the driver side rear door (door_dside_r) bone as non-breakable.
Marks the passenger side front door (door_pside_f) bone as non-breakable.
Marks the passenger side rear door (door_pside_r) bone as non-breakable.
Marks the bonnet bone as non-breakable.
Marks the boot bone as non-breakable.
Currently undefined. Notes from source code: If we want torsen diffs they will need to know resistance at the wheel as applying the brakes should apply force back to the wheel on the ground.
Currently undefined. Notes from source code: If we want torsen diffs they will need to know resistance at the wheel as applying the brakes should apply force back to the wheel on the ground.
Transfers the drive force from the slipping wheels to the less driven wheels.
Currently undefined.
Currently undefined.
Currently undefined.
Causes the vehicle's front wheels to wheelspin if the player is holding down the handbrake and forwards/backwards keys.
Using the handbrake slows the car down more smoothly and often without leaving tyre marks.
Currently undefined.
Currently undefined.
Sets the clutch value to 0.0 when idling.
Currently undefined.
Currently undefined.
Currently undefined. Notes from source code: Just reduce throttle.
Currently undefined. Notes from source code: Apply brakes to individual wheels.
Allows the vehicle to be set to lowered stance in the interaction menu. Requires 04000000 to be applied in strAdvancedFlags in order to function.
For most vehicles this flag changes gear shift behaviour to upshift earlier and applies a hard speed limit per gear like a real life gearbox. This stops the vehicle from being able to handbrake boost and from going over the intended top speed of each gear and its ratio (effectively making the vehicle have a hard top speed cap). For vehicles in the Tuners sub-class, this flag only limits the speed in the last two gears (allowing handbrake boosting) and doesn't change gear shift behaviour.
Makes the vehicle shift later than normal, causing the engine to bounce off the rev limiter before changing gear. Previously referred to as gear_shift_overrev.
Increases suspension spring force as vehicle goes faster, causing the vehicle to bounce more at high speeds.
Generates fake wheelspin after an instance of real wheelspin. Tyres will stabilise and show 0.0m/s of slip with debugging data, but the traction behaves like it's still spinning. Previously referred to as fake_wheelspin.
Reduces force acting on the vehicle when attempting to flip it back on its wheels, making it harder to flip back over.
Extends the duration of all gears, giving the vehicle longer gear ratios and therefore slower acceleration. Previously referred to as longer_gears.
Smooth revving in first gear, giving the vehicle a resistance to hitting the rev limit. Previously referred to as smooth_1st_gear.
Allows the vehicles to be rotated left or right while parked on the spot. For vehicles with tracks.
Allows the vehicle to perform a handbrake wheelie. The entire Muscle class is hardcoded to use this flag.
Makes the wheels much less likely to clip into the ground when the vehicle is tipped over.
Limits the effect of the tyres_can_clip flag (00020000 in strHandlingFlags) to where tyre clipping is tied to the sidewall size of the stock tyres only (disregarding the sidewall of whatever tyre is currently applied). Also prevents the suspension from dropping when shooting at the wheels (old method to stance cars). Previously referred to as ignore_tuned_wheels_clip.
Changes the way downforce and spoiler turning works, utilising the mechanics found on Open Wheel vehicles. Each spoiler and bumper has to have their affects on downforce be defined by AdvancedData in handling.meta. Previously referred to as open_wheel_downforce.
Makes suspension upgrades noticeably affect the body roll of the vehicle, which can also cause the vehicle's grip to change.
Enables HSW upgrades for the vehicle defined by AdvancedData in handling.meta. Adds turbo affecting mods for mod slot 20 (VMT_KNOB) parts, and power affecting mods for mod slot 22 (VMT_ICE) parts.
Currently undefined.
Currently undefined.
This vehicle is a small worker (forklift, luggage handler) and should only be placed on specific paths.
This vehicle is very big and should avoid turning.
This vehicle should not be considered for boot inventory.
This vehicle should only be streamed in during office hours.
This car has the boot in front so the boot searches should be from front.
This vehicle is a van, the rear doors open sideways.
This vehicle is trying to avoid turning. Go straight where possible.
This vehicle has liveries, some texture will be swapped upon instancing. Community notes: The vehicle will cycle between liveries (typically named modelname_sign_x) located within the vehicle's texture dictionary and applied to diffuse2 texture of vehicle_paint3 shader.
This vehicle texture swap will match the part swap.
Sports car.
Can be used for deliverys (vans and small trucks).
Vehicle doesn't have ambient occlusion rendered.
This vehicle can only be created on highways (like a tourbus).
This is a tall ship and should not be placed on nodes with LowBridge ticked.
If set for a trailer it enables other cars to spawn on it. If set for normal vehicle it enabled it to spawn on a trailer.
If set for a trailer it enables a boat to spawn on it. If set for boats it enables them to spawn on a trailer.
If gang use all of 5,6,7,8 if not use random of others. Community notes: The vehicle spawns with extras 5-9 if driven by a ped defined as a gang member.
Folded down roof = 1, roofs = 2,3,4. Community notes: The vehicle cycles between extras 1-3 at random. If extra1 is toggled on and extras 2 and 3 are toggled off, the front left and front right windows will be removed.
Must have a taxi light, one of 5,6,7,8. Community notes: The vehicle cycles between extras 5, 6 and 9 at random.
Lower chance of picking any extra. Community notes: The vehicle can spawn with extras toggle on, but rarely.
Must pick one of available extras. Community notes: The vehicle always spawns with at least 1 extra toggled on.
Extras won't break off. Community notes: Prevents extras from breaking off during collisions.
Extras won't break off until the vehicle is blown up. Community notes: Extras on the vehicle can only break off once the vehicle is completely destroyed, eg. by explosions.
Script only extras 5,6,7,8. Community notes: The vehicle has extras that will never spawn at random and must be toggled on through script.
All suitable extras should be turned on (eg all non-gang extras if non gang car). Community notes: The vehicle always spawns with all extras toggled on.
Uses the livery with same index as the extra (e.g. extra_1 forces livery 1).
This vehicle should not have a rotated tail rotor. Community notes: Prevents the helicopter's tail rotor from rotating.
This vehicle has parking sensors.
Peds can stand on top of this vehicle. Community notes: Allows the player and AI peds to stand on top of the vehicle without ragdolling off.
This vehicle has a tailgate type boot (it opens down and back).
This vehicle should generate a nav mesh. Community notes: Generates navmesh on the vehicle. Typically used on boats, trailers, and train cars.
Is the vehicle a law enforcement vehicle.
Is a emergency service vehicle.
Driver of this vehicle cant do drive-bys. Community notes: Prevents the driver from using any weapons in the vehicle.
Vehicle is not allowed to be resprayed at garages. Community notes: Removes the option to respray the vehicle in Los Santos Customs.
Vehicle can be entered if its on its side.
Rich car, indicates what peds can be used as drivers. Community notes: Rich NPCs may be seen driving the vehicle in traffic.
Average car, indicates what peds can be used as drivers. Community notes: Average NPCs may be seen driving the vehicle in traffic.
Poor car, indicates what peds can be used as drivers. Community notes: Poor NPCs may be seen driving the vehicle in traffic.
This vehicle allows people to rappel out of it.
Vehicle prevents peds from closing door when exiting.
Make the doors open/close faster.
Prevent peds in this vehicle from being thrown from windscreen. Community notes: Prevents the player and AI peds from being ejected through the windshield during a crash.
Vehicle doesn't have a petrol tank.
Explicitly disable broken down car scenarios on this vehicle. Community notes: The vehicle will never spawn as part of a WORLD_VEHICLE_BROKEN_DOWN scenario.
This vehicle is a jetski.
Whether or not we should dampen the total damage of attached stickybombs. Community notes: The vehicle takes less damage from explosions caused by a sticky bomb.
Stops the vehicle from being spawned by cargens (i.e. parked). Community notes: The vehicle will never spawn during world car generation.
Flags the vehicles as an offroad only vehicle.
Peds will have a bigger probability of commenting on this vehicle.
Whether or not a bullet/projectile will force the vehicle to explode.
Vehicle needs a bigger interior light. Community notes: Increases the size and intensity of the vehicle's interior light.
Vehicle uses actual bone position for headlight positioning.
Vehicle's extra light don't cast lights but are turned on and off when headlights are. Community notes: Causes extralights to behave as normal headlights.
Stops the vehicle from being modded. Community notes: Prevents the vehicle from entering Los Santos Customs.
Stops the vehicle from spawning in the ambient population.
Vehicle is bulky (vans, suvs, etc.) and will be prefered for cargen spawns.
Stops the vehicle from being attracted by vehicle scenarios. Community notes: The vehicle will never spawn as part of a WORLD_VEHICLE_ATTRACTOR scenario.
This vehicle is a bus.
Pass the steering move param rather then the lean.
Player can't drive this vehicle.
Whether or not to play a spraying petrol vfx before explosion. Community notes: The vehicle will spill gasoline before exploding.
Allows attachment of trailers on highway.
Allows attachment of trailers in the city (i.e. non highway roads but still no narrow ones).
Vehicle doesn't have a roof, at all. Community notes: Allows the player to jump over the door on entry.
Allow locking on to vehicle occupants.
Head light coronas are recessed inside vehicle body (corona visibility is restricted).
Tail light coronas are recessed inside vehicle body (corona visibility is restricted).
This vehicle is tracked by the EntityTrackerManager for perposes of making trails in the world (ie grass).
The headlights are/is attached to the landing gears.
If stood on this vehicle, we'll try to enter it. Community notes: The player and AI peds will prioritize entering the vehicle when standing on top of it.
Community notes: The player receives scuba gear when exiting the vehicle.
Not well defined.
Community notes: Makes the vehicle fireproof. AI peds will react to it as they would towards a tank.
Not well defined.
This allows other vehicles to drive on this without the wheels ignoring impacts due to the chassis hitting the vehicle first.
Community notes: Prevents the glass from breaking, essentially making it behave as static glass found on buildings around the map.
Community notes: Prevents the player and AI peds from taking cover while standing on top of the vehicle.
Has a hollow interior enterable by a boot door mechanism.
Turn off wheel timeslicing optimisation for this vehicle. Community notes: Prevents the vehicle wheels from producing the time slicing effect when they rotate at higher speed.
If in this vehicle when entering combat peds will flee instead of fight. Community notes: The AI driver of the vehicle will always drive away from the area if the player or AI is currently in combat in that area.
This vehicle should use only female drivers (only support for scenarios, initially).
This vehicle should use only male drivers (only support for scenarios, initially).
This vehicle should will count towards all vehicle driven post to facebook. Community notes: Used to track progress of the vehicles the player purchased from Legendary Motorsport and drove. Once all vehicles with that flag were driven the game would send a post to Facebook, if linked. The flag is unused on PS4, PC and XB1 version of the game due to the removal of Facebook integration.
This smooths out the pickup of bikes with luggage outside the rear wheel.
If this is set then we use an alternative helmet for these vehicles.
If vehicle is parked sideways on a slope we check against the vehicle to prevent getting stuck or walkking through it.
Not well defined.
If vehicle can have passengers inside of it in MP override the lighting when there is no view to the outside. Community notes: Keeps interiorlight node active, even when vehicle engine is off/player is not inside.
Don't blend in the high sweep during drivebys. Community notes: Restricts how high the player can aim their weapon inside the vehicle.
This vehicle can, under certain conditions, honk its horn while fleeing. Community notes: The AI peds will use the horn when trying to flee the area.
Allows peds inside the vehicle to be set on fire in mp (take damage). Added in b395 (X360/PS3).
Standing on this vehicle as a player will get a crime reported. Added in b554 (X360/PS3).
Perform fixups on AlignToEnterSeat and OpenDoor task states (because the anims don't use climb_up). Added in b580 (X360/PS3).
Prevents InitCompositeBounds in CVehicle from removing most collision include flags for non-BVH chassis bounds.
If set, it can not be picked up by the cargobob's grappling hook gadgets. Added in b760 (X360/PS3).
If set, this car can spawn in the ambient population with neons on. Added in the PS4, PC, and XB1 release of the game.
If set, this vehicle will treat extras 10, 11, and 12 as special interior extras which always have a chance of spawning. Added in the PS4, PC, and XB1 release of the game.
Added in b760 (X360/PS3).
This vehicle allows certain objects to collide with the low-LOD chassis rather than the regular chassis. Added in the PS4, PC, and XB1 release of the game.
Community notes: Prevents the player and AI peds from automatically climbing on top of the vehicle.
Added in b760 (X360/PS3).
Not well defined. Added in b760 (X360/PS3).
Force full animations to play on vehicle entry points marked as MPWarpInOut (if available). Added in b760 (X360/PS3).
Not well defined. Added in b760 (X360/PS3).
This vehicle prevents the weapon wheel from displaying if in first person. Added in the PS4, PC, and XB1 release of the game.
This vehicle uses PV_FLAG_PILOT_HELMET instead of the standard flight helmet, even if the vehicle seat has no weapons. Community notes: Forces the player and AI peds to put on a pilot helmet when inside the vehicle. Added in the PS4, PC, and XB1 release of the game.
Not well defined. Added in the PS4, PC, and XB1 release of the game.
If this vehicle already has a driver, prefer entering the turret seats. Added in b760 (X360/PS3).
Consider doors of this vehicle to be open with a smaller open door ratio. Added in b760 (X360/PS3).
Returns the turret matrix computed from the aim heading only. Added in b760 (X360/PS3).
Not well defined. Added in b760 (X360/PS3).
Added in b760 (X360/PS3).
Dont allow cops to bust a player in this vehicle. Added in b760 (X360/PS3).
Ignore bullet collision with the vehicle if shooting through rear windscreen. Added in b760 (X360/PS3).
The doors of this vehicle open upwards instead of outwards. Added in b372.
Uses chassis bounding box to compute the offset for Cargobob's grappling hook attachment. Added in b372.
Allow vehicle to use wider throw animations, but only in first person. Added in the PS4, PC, and XB1 release of the game.
Ensures hats don't get hidden in CPed::SetPedInVehicle if the vehicle has FLAG_NO_ROOF flag set. Community notes: Allows the player and AI peds to keep wearing their hats if the vehicle has no roof. Added in the PS4, PC, and XB1 release of the game.
Rear seat has activities. Used for allowing rear seat entry. Added in b372.
Vehicle has lowrider hydraulics. Sets up hydraulic mod on vehicle in CVehicle::SetModelId. Added in b393.
Glass on this vehicle has a health bar; won't smash until health gets below 0. Damage applied depends on weapon group/weapon (see CWeaponInfoManager::sWeaponGroupArmouredGlassDamage). Community notes: The vehicle's glass becomes resistant to bullets. The collision ID for windows must be set to ID 122 (strong glass/windshield) for the flag to have an effect. Added in b573.
Vehicle is armoured and can ram roadblocks / other cars much easier. Added in b573.
Damage from an explosion is capped, allowing the vehicle to take one hit from an explosion without instantly exploding. Search for EXPLOSIVE_DAMAGE_CAP_FOR_FLAGGED_VEHICLES to find capped value. Added in b573.
Vehicle has lowrider donk hydraulics. Sets up hydraulic mod on vehicle in CVehicle::SetModelId. Community notes: The vehicle is equipped with lowrider donk hydraulics. The difference is that the vehicle cannot "hop" and only shifts in the direction the hydraulics are used. Added in b678.
Vehicle is a helicopter that has landing gears like planes (that can be lowered or raised). Added in b757.
Vehicle can perform a jump. Community notes: The jump force can be modified through handling files. Added in b944.
Vehicle has a rechargable rocket boost. Community notes: The power and duration can be modified through handling files. Added in b944.
Vehicle has a scoop in front that can ram other cars to the side. Added in b944.
Vehicle has a parachute. Added in b944.
Vehicle can be used as a ramp. Community notes: The vehicle is able to eject other vehicles while driving under them. Added in b944.
Vehicle has extra shuffle seats that can be manually moved between (similar to some functionality of the turret seats). Added in b944.
Vehicle has its boot at the front. Community notes: Allows the "boot" bone to fall off at high speeds when opened, similarly to how the "bonnet" bone does. Added in b944.
Vehicle has normal wheels at the front but tracks at the rear. Added in b1011.
The turret heading should be reset when there is no one using it. Added in b1011.
The roof mods are used to store the turret mod. Added in b1103.
The weapon battery bones need to be updated. Added in b1103.
The gearbox should change up as soon as it reaches the change up point even when the engine is under load. Added in b1103.
The vehicle is equiped with a glider. Added in b1103.
Torque is increased at low speed to aid getting up hills. Added in b1103.
Does the same behaviour has aircraft for targeting (only locks onto players and hostile targets) and reticules (renders along weapon probe). Added in b1103.
Makes sure all turret base and barrel bones have the same rotation. Added in b1103.
If player inside this vehicle gets wanted level, this flag will also give the same wanted level to any peds inside attached vehicles (like trailer) and vice versa. Added in b1103.
Force attach ped to the driver seat when entering a turret seat that can rotate, in order to correctly calculate align positions. Added in b1180.
Force the standard flight helment to be used instead of the PV_FLAG_PILOT_HELMET, even if the vehicle seat has weapons. Added in b1180.
Has a secondary turret mod, need to decide which mod this maps too. Added in b1180.
Has a third turret mod, need to decide which mod this maps too. Added in b1180.
Hey, what does this button do?. Added in b1180.
Has turret mods in the chassis mod slot. Added in b1180.
Has a jato rocket boost to assist takeoff, uses the exhaust mod slot. Community notes: The JATO boost is hardcoded to the VMT_EXHAUST category. Added in b1180.
Will not do shapetests to see if we're trapped in convex hull. This will make ped always go to climb up point directly. Added in b1180.
Will make shuffling between seats be on hold rather than tap. Added in b1180.
The vehicle does not have a turret as stock, but ones should be activated with an appropriate mod. This applies -1 to the mod index in CVehicle::SetupWeaponModCollision. Added in b1180.
Forces unarmed weapon to be equipped when entering the vehicle rather than calling EquipBestWeapon. Added in b1180.
Disables camera behaviour that pushes the camera beyond this entity during spawning, useful for very large vehicles. Added in b1180.
Has a vertical flight mode. Added in b1290.
Has outrigger legs that need to be deployed. Added in b1290.
Flags standard vehicles as having on-vehicle entry points to navigate towards when standing on the vehicle. Aquatic vehicles and planes use this behaviour by default. Added in b1290.
Suspension lowers when the vehicle is stopped. Community notes: The vehicle has air suspension. The suspension raises while driving and drops when the vehicle is stopped. The default suspension height in handling MUST be the same as when driving normally, as the flag only drops the suspension. Added in b1290.
Dont crash teh vehicle near ground if everyone exited it. Added in b1290.
Vehicle needs a special red interior light. Added in b1290.
It is a helicopter with a special strafe handling mode. Added in b1290.
Has a rocket boost, or rocket boost mod, that works vertically. Added in b1290.
Creates vehicle weapon manager on spawn instead of entering a seat with a vehicle weapon. This is already done for tanks and some vehicles with turret seats automatically. Added in b1290.
Makes lockon position to be root of the vehicle instead of center position of the bounding box. Added in b1290.
Makes headlights only toggle on tap of a button, not a hold. Added in b1290.
Makes headlights only toggle on tap of a button, not a hold. Added in b1290.
Don't blend in the low sweep during drivebys. Community notes: Restricts how high the player can aim their weapon inside the vehicle. The limit is higher than the default flag. Added in b1290.
Increases the front wheel camber when a suspension mod is applied. Added in b1365.
Prevents heavy brake animation from being applied (due to low roof, etc.). Added in b1365.
Vehicle has two linked bonnet bones. Community notes: The vehicle will use the "bonnet" and "cargodoor" bones simultaneously when opening the hood. Added in b1493.
Vehicle the special linked door bone shouldn't be linked. Added in b1493.
If the vehicle has the best chassis mod then it will have increased ramming force. Added in b1493.
The increased ramming force is applied against all vehicles not just police ones. Added in b1604.
Any of the mod bones can be used to enable or disable collision. Added in b1604.
The vehicle has mods that can enable nitrous. Community notes: The vehicle has modifications that enable nitro boost. The nitro mod boost is hardcoded to the VMT_ENGINEBAY2 category. The nitro boost can also be manually enabled and forced on the vehicle without needing this flag by scripts. Added in b1604.
The vehicle has mods that can enable nitrous. Community notes: The vehicle has a jump boost modification. The jump boost modification is hardcoded to the VMT_ENGINEBAY3 category. Added in b1604.
The vehicle has mods that enable the ramming scoop. Community notes: The vehicle has a ramming scoop modification. The ramming scoop modification is hardcoded to the VMT_CHASSIS2 category and require a scoop_1mod, scoop_2mod, and scoop_3mod collision bones. Added in b1604.
The vehicle has mods that enable the to stop very quickly. Added in b1604.
The vehicle crushes other vehicles when it drives over them. Community notes: The vehicle does more damage to any vehicle it drives on top of. Added in b1604.
Has weapon blade mods. Community notes: The vehicle has sawblade modifications. The player and AI peds will be killed on contact with the sawblade collision. Added in b1604.
Has weapon spike mods. Community notes: The vehicle has spike modifications. The player and AI peds will be killed if they run into the spike collision. Added in b1604.
Will always use bonnet camera instead of POV camera, ignoring pause menu option. Added in b1604.
Vehicle can be used as a ramp if the mod is enabled. Added in b1604.
Has a breakable off bumper mod. Community notes: The vehicle has a very heavy and solid "tombstone" part that can be ejected to stop pursuing vehicles. Added in b1604.
Has a side shunt mod - uses mod slot VMT_ENGINEBAY2. Community notes: The vehicle is able to shunt vehicles out the way. Added in b1604.
Has front spike mods. Added in b1604.
Has front ramming bar mods. Community notes: The vehicle has a ramming bar modification. The ramming bar mod is hardcoded to the VMT_CHASSIS2 category and require a ram_1mod, ram_2mod, and ram_3mod collision bones. Added in b1604.
Uses the same turret mod setup as the FLAG_TURRET_MODS_ON_ROOF but they are on CHASSIS5. Community notes: Enables turret mods on the VMT_CHASSIS5 category, which normally are hardcoded to the VMT_ROOF category. Added in b1604.
The vehicle model looks like it has a supercharger. At the moment this only affects the gauges. Community notes: Permanently enables the vacuum and blower/boost dials on the vehicle. Added in b1604.
The vehicle is a tank that can take fire damage. Community notes: Similar to FLAG_IS_TANK, except the vehicle is not fireproof. Added in b1604.
The vehicle doesn't deform. Added in b1604.
Allow AI peds to rappel from vehicles that dont support it. Added in b1734.
Don't blend high or low sweeps during drivebys. Added in b1734.
Will force auto vault scan when stuck on top of this vehicle. Added in b1734.
The mod that has been allocated the spoiler slot should not increase downforce. Added in b1868.
Prevents reversing animation from being applied (due to low roof, etc.). Community notes: The player and AI peds do not play a "look back" animation when reversing the vehicle. Added in b1868.
Identifying trike vehicles of type VEHICLE_TYPE_QUADBIKE (created as CAutomobile) that use bike animations / layouts. Added in b1868.
Marks vehicle as a Formula vehicle, currently used to warp out of the vehicle when on its side. Community notes: Changes the tire mark texture from standard tires to slick tires. Added in b2060.
Latches all the joints when the vehicle is created. Added in b2189.
If stood on this vehicle, don't consider it for entry. Community notes: If the player is standing on top of the vehicle, the player character will not attempt to pathfind to the nearest vehicle door to enter and will not warp inside the vehicle. Added in b2189.
Checks if the driver seat is closer than found turret seat when entering while stood on the vehicle. Added in b2189.
Even if a vehicle has suspension just render the wheels as if they have none. Community notes: Prevents the wheels and suspension from visually moving. Added in b2189.
Dynamically adjusts player's lock on position using the vehicle bounds. Added in b2189.
Prefer the front seat rather than rear seats in this vehicle (Boss peds normally go for rear seats). Added in b2372.