Skip to content
Reference

vehicles.meta

The declaration file for a vehicle: which model and textures to load, which handling to use, how it seats and films, where it spawns, and the flags that change its behaviour.

File structure

vehicles.meta declares one <Item> per vehicle inside <InitDatas>. It is the file the game reads to know a vehicle exists at all — if a model is missing here, nothing else you write will be loaded.

The second half of the file, <txdRelationships>, describes texture inheritance: which parent dictionary a vehicle texture dictionary falls back to. Most add-ons declare their own txd as a child of vehicles_.._txd or leave it standalone.

Skeleton
<CVehicleModelInfo__InitDataList>
  <residentTxd>vehshare</residentTxd>
  <InitDatas>
    <Item>
      <modelName>mycar</modelName>
      <txdName>mycar</txdName>
      <handlingId>MYCAR</handlingId>
      <!-- … -->
    </Item>
  </InitDatas>
  <txdRelationships>
    <Item>
      <parent>vehicles_sports_interior</parent>
      <child>mycar</child>
    </Item>
  </txdRelationships>
</CVehicleModelInfo__InitDataList>

Identity and assets

NameTypeDescriptionTypical
modelNamestringSpawn name and the name of the .yft file. Lowercase, no spaces, must be unique on the server.
txdNamestringTexture dictionary to load. Almost always identical to modelName.
handlingIdstringThe handlingName to pull from handling.meta. Case-sensitive.
gameNamestringInternal label used to look up the display name in the GXT text files.
vehicleMakeNamestringManufacturer label, shown before the model name in-game. Leave empty for no make.
audioNameHashstringEngine and horn sound set to inherit. Empty means the game uses modelName, which only works if a matching audio set exists — point it at a stock vehicle instead.
layoutenumSeating and entry/exit animation set. Decides how many seats there are and how peds get in. Must match the seat bones present in the model.LAYOUT_STANDARD, LAYOUT_LOW, LAYOUT_VAN, LAYOUT_TRUCK
ptfxAssetNamestringParticle effect asset for exhaust smoke, damage and destruction effects.weap_xs_vehicle_weapons or null
expressionDictNamestringAnimation dictionary for procedural bone movement such as suspension travel.null
expressionNamestringSpecific expression inside that dictionary.null
animConvRoofDictNamestringAnimation dictionary for a convertible roof. Only used when the model has one.
animConvRoofNamestringRoof animation clip name.
animConvRoofWindowsAffectedstringWhich windows drop when the roof folds.
vfxInfoNameenumVisual effect profile — exhaust, tyre smoke and dirt behaviour.VFXVEHICLEINFO_CAR_GENERIC
explosionInfoenumExplosion profile when the vehicle is destroyed.EXPLOSION_INFO_DEFAULT
scenarioLayoutstringScenario set used by ambient peds around the parked vehicle. Usually empty.
coverBoundOffsetsstringNamed cover offset profile telling NPCs where they can take cover against the body.
NmBraceOverrideSetstringEuphoria bracing set used by occupants before a crash.

Cameras and first person

These fields decide where the player looks from. The offsets are the ones you will actually spend time on: they are what stops the first-person camera sitting inside the roof or behind the seat.

NameTypeDescriptionTypical
cameraNameenumThird-person follow camera profile — distance and height behind the vehicle.DEFAULT_FOLLOW_VEHICLE_CAMERA
aimCameraNameenumCamera used while aiming a weapon from the vehicle.DEFAULT_THIRD_PERSON_VEHICLE_AIM_CAMERA
bonnetCameraNameenumHood camera profile. Pick the variant matching the vehicle height.VEHICLE_BONNET_CAMERA_STANDARD
povCameraNameenumFirst-person driver camera profile.DEFAULT_POV_CAMERA
PovCameraOffsetx y z, metresFine position of the first-person camera. Adjust Z to raise or lower the eye line, Y to move forward or back from the seat.
PovCameraVerticalAdjustmentForRollCagefloatExtra vertical shift used when a roll cage mod is fitted.
PovPassengerCameraOffsetx y zSame offset for the front passenger.
PovRearPassengerCameraOffsetx y zSame offset for rear seats.
FirstPersonDriveByIKOffsetx y zHand position when shooting out of the window in first person.
FirstPersonProjectileDriveByIKOffsetx y zSame, for throwing grenades and similar.
FirstPersonDriveByUnarmedIKOffsetx y zArm position when leaning out unarmed.
FirstPersonMobilePhoneOffsetx y zWhere the phone sits in the driver’s hand in first person.
FirstPersonPassengerMobilePhoneOffsetx y zSame for the passenger.
shouldUseCinematicViewModebooleanWhether the cinematic camera mode is offered for this vehicle.true
shouldCameraTransitionOnClimbUpDownbooleanSmooths the camera when climbing onto or off the vehicle.
shouldCameraIgnoreExitingbooleanKeeps the camera still while the player exits.
cinematicPartCameralistNamed cameras used by the cinematic mode to frame wheels and engine parts.

Wheels, dirt and LOD

NameTypeDescriptionTypical
wheelScalefloatFront wheel size multiplier applied to aftermarket wheels. Too large and the wheels poke through the arches; too small and they float inside them.0.2–0.35
wheelScaleRearfloatSame for the rear wheels.0.2–0.35
dirtLevelMin0.0–1.0Lowest dirt level the vehicle can spawn with.0.0
dirtLevelMax0.0–1.0Highest dirt level. Set both to 0.0 for a vehicle that always spawns clean.0.3–0.7
envEffScaleMin / envEffScaleMaxfloatRange of environmental weathering applied to the paint.
envEffScaleMin2 / envEffScaleMax2floatSecond weathering channel, used by some shaders.
damageMapScalefloatIntensity of the visual damage texture blended over the body.0.3–0.6
damageOffsetScalefloatHow far the mesh physically deforms on impact.0.3–0.6
diffuseTintARGB hexGlobal tint applied over the diffuse textures. 0x00FFFFFF leaves the paint untouched.
steerWheelMultfloatRotation multiplier for the steering wheel model — visual only.1.0
HDTextureDistmetresDistance at which the high-definition textures stop being used.5.0–15.0
lodDistanceslist of floatsDistances at which each LOD level swaps in, from highest detail to lowest. Shorter distances stream less geometry and cost less performance; too short and players see models visibly popping.
visibleSpawnDistScalefloatScales how far away the vehicle can appear in traffic.1.0
identicalModelSpawnDistancemetresMinimum distance before the same model can spawn again nearby.20–80
maxNumOfSameColorintegerHow many of this vehicle can share a colour on screen at once.1–10
minSeatHeightfloatLowest seat height, used to place occupants correctly.
defaultBodyHealthfloatStarting body health. 1000 is the standard value.1000

Classification and spawning

NameTypeDescriptionTypical
typeenumVehicle category the physics engine uses. Must match what the model actually is.VEHICLE_TYPE_CAR
plateTypeenumWhich number plates the model carries.VPT_FRONT_AND_BACK_PLATES
dashboardTypeenumDial set used for the first-person dashboard.VDT_GENTAXI
vehicleClassenumClass shown in menus and used by races and dealership scripts.VC_SPORT
wheelTypeenumWhich aftermarket wheel category is offered in the mod shop.VWT_SPORT
swanknessenumPerceived wealth of the vehicle. Affects NPC reactions and where it spawns naturally.SWANKNESS_3
frequency0–100How often the vehicle appears in ambient traffic. 0 stops it spawning naturally.0 for add-ons
maxNumintegerMaximum number allowed in the world at once.1–10
AllowPretendOccupantsbooleanLets the game draw fake occupants at distance instead of streaming real peds.
pretendOccupantsScalefloatDensity of those fake occupants.
AllowJoyridingbooleanWhether NPCs may steal and joyride it.
AllowSundayDrivingbooleanWhether it appears in relaxed ambient traffic.
AllowBodyColorMappingbooleanWhether the secondary colour maps onto body panels.
rewardslistReward entries granted for owning or delivering the vehicle.
trackerPathWidthfloatWidth used by the AI pathing system when the vehicle follows roads.2.0
weaponForceMultfloatMultiplier on the physical push bullets apply to the vehicle.1.0
type values
NameDescription
VEHICLE_TYPE_CARFour-wheeled ground vehicle. The default for almost every add-on.
VEHICLE_TYPE_BIKEMotorcycle, with lean physics.
VEHICLE_TYPE_BICYCLEPedal-powered, uses stamina.
VEHICLE_TYPE_QUADBIKEQuad — car physics with bike animations.
VEHICLE_TYPE_BOATWater vehicle with buoyancy and propeller physics.
VEHICLE_TYPE_HELIHelicopter, requires CFlyingHandlingData.
VEHICLE_TYPE_PLANEFixed-wing aircraft.
VEHICLE_TYPE_SUBMARINEFully submersible vehicle.
VEHICLE_TYPE_SUBMARINECARAmphibious car that submerges.
VEHICLE_TYPE_AMPHIBIOUS_AUTOMOBILECar that floats and drives on water.
VEHICLE_TYPE_AMPHIBIOUS_QUADBIKEAmphibious quad.
VEHICLE_TYPE_TRAILERTowed unit with no engine.
VEHICLE_TYPE_TRAINRail vehicle, follows track nodes.
vehicleClass values
NameDescription
VC_COMPACTSmall city cars.
VC_SEDANSaloons.
VC_SUVSport utility vehicles.
VC_COUPETwo-door coupés.
VC_MUSCLEAmerican muscle.
VC_SPORT_CLASSICClassic sports cars.
VC_SPORTModern sports cars.
VC_SUPERSupercars and hypercars.
VC_MOTORCYCLEMotorcycles.
VC_OFF_ROADOff-roaders and buggies.
VC_INDUSTRIALHeavy industrial vehicles.
VC_UTILITYWork and utility vehicles.
VC_VANVans.
VC_CYCLEBicycles.
VC_BOATBoats.
VC_HELICOPTERHelicopters.
VC_PLANEPlanes.
VC_SERVICEBuses and service vehicles.
VC_EMERGENCYPolice, fire and ambulance.
VC_MILITARYMilitary vehicles.
VC_COMMERCIALTrucks and haulage.
VC_TRAINRail.
VC_OPEN_WHEELFormula-style open wheelers.
plateType values
NameDescription
VPT_FRONT_AND_BACK_PLATESPlates at both ends.
VPT_FRONT_PLATESFront plate only.
VPT_BACK_PLATESRear plate only.
VPT_NONENo plates at all.
wheelType values
NameDescription
VWT_SPORTSport wheels.
VWT_MUSCLEMuscle wheels.
VWT_LOWRIDERLowrider wheels.
VWT_SUVSUV wheels.
VWT_OFFROADOff-road wheels.
VWT_TUNERTuner wheels.
VWT_BIKEMotorcycle wheels.
VWT_HIENDHigh-end wheels.
VWT_SUPERMOD1 … VWT_SUPERMOD4Benny’s and DLC wheel sets.

Doors, extras and trailers

NameTypeDescription
doorsWithCollisionWhenClosedlistDoors that keep collision while shut. Needed for large doors so players cannot walk through them.
driveableDoorslistDoors the vehicle can still be driven with while open.
bumpersNeedToCollideWithMapbooleanForces bumper collision against world geometry. Costs performance — enable only if needed.
needsRopeTexturebooleanLoads the rope texture for tow trucks and cranes.
requiredExtraslistExtras that must always be enabled when the vehicle spawns.
extraIncludeslistExtras that must appear together. Enabling one forces the others on.
trailerslistModel names of trailers this vehicle can tow.
additionalTrailerslistSecondary trailers, for double or triple rigs.
driverslistPed models that spawn as the default driver in ambient traffic.
buoyancySphereOffsetx y zOffset of the buoyancy sphere, used when the vehicle touches water.
buoyancySphereSizeScalefloatSize of that sphere. Larger values float the vehicle higher.
pOverrideRagdollThresholdblockOverrides the impact force needed to ragdoll the occupants.
firstPersonDrivebyDatalistNamed drive-by data sets, one per seat. Must match the seat count implied by the layout, or drive-by animations break.

The flags field

The <flags> element takes a space-separated list of FLAG_ constants. There are well over a hundred; the ones below are the ones that come up constantly when shipping an add-on. Unknown flags are ignored silently, so a typo simply does nothing.

Commonly used flags
NameDescription
FLAG_SPORTSMarks the vehicle as sporty. Affects AI driving and some radio behaviour.
FLAG_HAS_LIVERYRequired for liveries to appear in the mod shop.
FLAG_HAS_INTERIOR_EXTRASThe model has extras inside the cabin.
FLAG_EXTRAS_STRONGExtras do not break off on impact.
FLAG_EXTRAS_ALLAll extras spawn enabled by default.
FLAG_EXTRAS_REQUIREExtras follow the requiredExtras list.
FLAG_EXTRAS_ONLY_BREAK_WHEN_DESTROYEDExtras survive until the vehicle is destroyed.
FLAG_NO_BOOTThe vehicle has no opening boot.
FLAG_DONT_CLOSE_DOOR_UPON_EXITDoors stay open when the driver leaves.
FLAG_IS_ELECTRICElectric drivetrain — no engine sound, no fuel.
FLAG_IS_OFFROAD_VEHICLEImproves AI handling off-road.
FLAG_IS_BULKYTreated as a large vehicle by traffic and pathing.
FLAG_BIGUses large-vehicle pathing rules.
FLAG_AVERAGE_CARStandard AI driving profile.
FLAG_POOR_CARLow-value vehicle, spawns in poorer areas.
FLAG_RICH_CARHigh-value vehicle, spawns in wealthy areas.
FLAG_PEDS_CAN_STAND_ON_TOPPeds can walk on the roof.
FLAG_CAN_BE_DRIVEN_ONOther vehicles can drive over it — flatbeds and ramps.
FLAG_HAS_BULLETPROOF_GLASSWindows resist gunfire.
FLAG_NO_BROKEN_DOWN_SCENARIONever spawns as a broken-down roadside vehicle.
FLAG_HAS_NO_ROOFOpen-top vehicle — changes rain and camera behaviour.
FLAG_CANNOT_BE_MODDEDBlocks the vehicle from entering the mod shop.
FLAG_HAS_TURRET_SEAT_ON_VEHICLEThe vehicle carries a turret seat.
FLAG_USE_HIGHER_DOOR_TORQUEHeavier doors, for large or armoured vehicles.
FLAG_HEADLIGHTS_USE_ACTUAL_BONE_POSLight coronas follow the headlight bones exactly.
FLAG_HAS_REAR_MOUNTED_ENGINEEngine damage and fire come from the rear.
FLAG_DONT_TIMESLICE_WHEELSUpdates wheel physics every frame. Smoother, more expensive.
FLAG_USE_FAT_INTERIOR_LIGHTWider interior light cone.
FLAG_INCREASE_PED_COMFORT_IN_VEHICLEReduces occupant ragdoll reactions.
FLAG_RECESSED_HEADLIGHT_CORONASPulls the headlight coronas back into the body.
FLAG_RECESSED_TAILLIGHT_CORONASSame for the rear lights.
FLAG_SPAWN_ON_TRAILERCan spawn already loaded on a trailer.
FLAG_LAW_ENFORCEMENTTreated as a police vehicle by the AI and wanted system.
FLAG_EMERGENCY_SERVICETreated as an emergency vehicle.
FLAG_ALLOWS_RAPPELPeds can rappel from it — helicopters.
FLAG_DONT_SPAWN_IN_CARGENNever spawns from static car generators.