Passer au contenu principal
Version: bleeding-edge 🩸

🚙 VehicleWheeled

Les véhicules sont des entités à roues que les Personnages peuvent contrôler et conduire.

Server Only🔁Auto-Distributed🧑‍💻API Source
👪Inheritance
This class shares methods and events from Base Entity, Base Actor, Base Paintable, Base Damageable, Base Vehicle.

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

🎒 Examples

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

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

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

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

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

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

🛠 Constructors

Default Constructor

No description provided

local my_vehiclewheeled = VehicleWheeled(location, rotation, asset, collision_type?, gravity_enabled?, auto_unflip?, engine_sound?, horn_sound?, brake_sound?, engine_start_sound?, vehicle_door_sound?, auto_start_engine?, custom_animation_blueprint?, spawn_mode?)

Parameters

TypeNameDefaultDescription
Vectorlocation Required parameter No description provided
Rotatorrotation Required parameter No description provided
SkeletalMesh Referenceasset Required parameter No description provided
CollisionTypecollision_typeCollisionType.AutoNo description provided
booleangravity_enabledtrueNo description provided
booleanauto_unfliptrueAuto rotates the vehicle if flipped
Sound Referenceengine_soundnanos-world::A_Vehicle_Engine_01No description provided
Sound Referencehorn_soundnanos-world::A_Vehicle_Horn_ToyotaNo description provided
Sound Referencebrake_soundnanos-world::A_Vehicle_BrakeNo description provided
Sound Referenceengine_start_soundnanos-world::A_Car_Engine_StartNo description provided
Sound Referencevehicle_door_soundnanos-world::A_Vehicle_DoorNo description provided
booleanauto_start_enginetrueNo description provided
Blueprint Referencecustom_animation_blueprintNo description provided
SpawnModespawn_modeSpawnMode.ImmediatePass SpawnMode.AfterConstructor or SpawnMode.Manual to avoid immediately sending the entity to clients and improve performance when you want to configure it by setting several configs. Must call FinishSpawn() after all
tip

Please take a look at our Default's Vehicle package with all built-in Vehicles already properly configured and ready to use.

Plus d'exemples comme celui-ci:

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

🗿 Static Functions

Inherited Entity Static Functions
VehicleWheeled inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/entity
ReturnsNameDescription
table of Base EntityGetAllReturns a table containing all Entities of the class this is called on
Base EntityGetByIndexReturns a specific Entity of this class at an index
integerGetCountReturns how many Entities of this class exist
table of tableGetInheritedClassesGets a list of all directly inherited classes from this Class created with the Inheriting System
iteratorGetPairsReturns an iterator with all Entities of this class to be used with pairs()
table or nilGetParentClassGets the parent class if this Class was created with the Inheriting System
tableInheritInherits this class with the Inheriting System
booleanIsChildOfGets if this Class is child of another class if this Class was created with the Inheriting System
functionSubscribeSubscribes to an Event for all entities of this Class
functionSubscribeRemoteSubscribes to a custom event called from server
UnsubscribeUnsubscribes all callbacks from this Event in this Class within this Package, or only the callback passed

This class doesn't have own static functions.

🦠 Functions

Inherited Entity Functions
VehicleWheeled inherits from Base Entity Class, sharing it's methods and functions:
Base Entityscripting-reference/classes/base-classes/entity
ReturnsNameDescription
BroadcastRemoteEventCalls a custom remote event directly on this entity to all Players
BroadcastRemoteInRadiusEventAppelle un événement distant personnalisé directement sur cette entité pour tous les Joueurs dans un rayon donné
CallRemoteEventCalls a custom remote event directly on this entity to a specific Player
CallRemoteEventCalls a custom remote event directly on this entity
CallRemotePlayersEventAppelle un événement distant personnalisé directement sur cette entité pour une liste de Joueurs
DestroyDestroys this Entity
FinishSpawnFinish the spawning process and send the entity to clients if it was spawned with a deferred spawn_mode
table of stringGetAllValuesKeysGets a list of all values keys
tableGetClassGets the class of this entity
integerGetIDGets the universal network ID of this Entity (same on both client and server)
anyGetValueGets a Value stored on this Entity at the given key
booleanHasAuthorityGets if the local context has authority over this Entity (true if spawned by the client, false if spawned by the server)
booleanIsARecursively checks if this entity is inherited from a Class
booleanIsBeingDestroyedReturns true if this Entity is being destroyed
booleanIsSpawnedGets if this Entity finished spawning
booleanIsValidReturns true if this Entity is valid (i.e. wasn't destroyed and points to a valid Entity)
SetSpawnModeOverrides when this Entity finishes spawning, from the Constructor of an Inherited Class
SetValueSets a Value in this Entity
functionSubscribeSubscribes to an Event on this specific entity
functionSubscribeRemoteSubscribes to a custom event called from server on this specific entity
UnsubscribeUnsubscribes all callbacks from this Event in this Entity within this Package, or only the callback passed
Inherited Actor Functions
VehicleWheeled inherits from Base Actor Class, sharing it's methods and functions:
Base Actorscripting-reference/classes/base-classes/actor
ReturnsNameDescription
AddActorTagAdds an Unreal Actor Tag to this Actor
AddAngularImpulseAdd an angular impulse to this Actor. Good for one time instant burst
AddImpulseAdd an impulse to this Actor. Good for one time instant burst
booleanAttachToAttaches this Actor to any other Actor, optionally at a specific bone
DetachDetaches this Actor from AttachedTo Actor
table of stringGetActorTagsGets all Unreal Actor Tags on this Actor
VectorGetAngularForceGets this Actor's angular force (set by SetAngularForce())
floatGetAngularVelocityRenvoie la vitesse angulaire de cet Acteur
table of Base ActorGetAttachedEntitiesGets all Actors attached to this Actor
Base Actor or nilGetAttachedToGets the Actor this Actor is attached to
tableGetBoundsGets this Actor's bounds
CollisionTypeGetCollisionGets this Actor's collision type
integerGetDimensionGets this Actor's dimension
floatGetDistanceFromCameraGets the distance of this Actor from the Camera
VectorGetForceGets this Actor's force (set by SetForce())
VectorGetLocationGets this Actor's location in the game world
floatGetMassRenvoie la masse de cet Acteur
Player or nilGetNetworkAuthorityGets this Actor's Network Authority Player
VectorGetRelativeLocationGets this Actor's Relative Location if it's attached
RotatorGetRelativeRotationGets this Actor's Relative Rotation if it's attached
RotatorGetRotationGets this Actor's angle in the game world
VectorGetScaleGets this Actor's scale
floatGetScreenPercentageGets the percentage of this Actor size in the screen
tableGetSocketTransformGets a Socket Transform in world space given a bone or socket name
VectorGetVelocityGets this Actor's current velocity
booleanHasNetworkAuthorityReturns true if the local Player is currently the Network Authority of this Actor
booleanIsGravityEnabledReturns true if gravity is enabled on this Actor
booleanIsInWaterReturns true if this Actor is in water
booleanIsNetworkDistributedReturns true if this Actor is currently network distributed
booleanIsVisibleReturns true if this Actor is visible
RemoveActorTagRemoves an Unreal Actor Tag from this Actor
RotateToSmoothly rotates this actor to an angle over a certain time
SetAngularForceAdds a permanent angular force to this Actor, set to Vector(0, 0, 0) to cancel
SetCastShadowSets this Actor's to cast shadows or not
SetCollisionSets this Actor's collision type
SetDimensionSets this Actor's Dimension
SetDistanceOptimizationMultiplierDéfinit le multiplicateur d'optimisation de distance de cet Acteur
SetForceAdds a permanent force to this Actor, set to Vector(0, 0, 0) to cancel
SetGravityEnabledSets whether gravity is enabled on this Actor
SetHighlightEnabledSets whether the highlight is enabled on this Actor, and which highlight index to use
SetLifeSpanSets the time (in seconds) before this Actor is destroyed. After this time has passed, the actor will be automatically destroyed.
SetLocationSets this Actor's location in the game world
SetNetworkAuthoritySets the Player to have network authority over this Actor
SetNetworkAuthorityAutoDistributedSets if this Actor will auto distribute the network authority between players
SetOutlineEnabledSets whether the outline is enabled on this Actor, and which outline index to use
SetRelativeLocationSets this Actor's relative location in local space (only if this actor is attached)
SetRelativeRotationSets this Actor's relative rotation in local space (only if this actor is attached)
SetRenderCullDistanceSets this Actor's render cull distance
SetRotationSets this Actor's rotation in the game world
SetScaleSets this Actor's scale
SetVisibilitySets whether the actor is visible or not
TranslateToSmoothly moves this actor to a location over a certain time
booleanWasRecentlyRenderedGets if this Actor was recently rendered on screen
Inherited Paintable Functions
VehicleWheeled inherits from Base Paintable Class, sharing it's methods and functions:
Base Paintablescripting-reference/classes/base-classes/paintable
ReturnsNameDescription
ColorGetMaterialColorParameterGets a Color parameter from this Actor's material
floatGetMaterialScalarParameterGets a Scalar parameter from this Actor's material
stringGetMaterialTextureParameterGets a Texture parameter from this Actor's material
VectorGetMaterialVectorParameterGets a Vector parameter from this Actor's material
ResetMaterialResets the material from the specified index to the original one
SetMaterialSets the material at the specified index of this Actor
SetMaterialColorParameterSets a Color parameter in this Actor's material
SetMaterialFromCanvasSets the material at the specified index of this Actor to a Canvas object
SetMaterialFromSceneCaptureSets the material at the specified index of this Actor to a SceneCapture object
SetMaterialFromWebUISets the material at the specified index of this Actor to a WebUI object
SetMaterialScalarParameterSets a Scalar parameter in this Actor's material
SetMaterialTextureParameterSets a texture parameter in this Actor's material to an image
SetMaterialVectorParameterSets a Vector parameter in this Actor's material
SetPhysicalMaterialOverrides this Actor's Physical Material with a new one
Inherited Damageable Functions
VehicleWheeled inherits from Base Damageable Class, sharing it's methods and functions:
Base Damageablescripting-reference/classes/base-classes/damageable
ReturnsNameDescription
integerApplyDamageInfliger des dégâts à cette entité
floatGetDamageMultiplierObtient le multiplicateur de dégâts d'un os
integerGetHealthObtient la santé actuelle
integerGetMaxHealthObtient la santé maximale
booleanIsDeadRetourne si l'entité est morte
RespawnFait réapparaître l'entité, restaure entièrement sa santé et la déplace vers son emplacement initial
SetDamageMultiplierModifie la quantité de dégâts que cette entité subit sur des os spécifiques
SetHealthDéfinit la Santé de cette Entité
SetMaxHealthDéfinit la Santé maximale de cette Entité
Inherited Vehicle Functions
VehicleWheeled inherits from Base Vehicle Class, sharing it's methods and functions:
Base Vehiclescripting-reference/classes/base-classes/vehicle
ReturnsNameDescription
AddSkeletalMeshAttachedAttaches a Skeletal Mesh as master pose to this entity
AddStaticMeshAttachedAttaches a Static Mesh to this entity
functionBindAnimationBlueprintEventDispatcherAssigns and Binds an Animation Blueprint Event Dispatcher
varargs of anyCallAnimationBlueprintEventCalls an Animation Blueprint Event or Function
table of stringGetAllSkeletalMeshAttachedGets all Skeletal Meshes attached to this entity
table of stringGetAllStaticMeshAttachedGets all Static Meshes attached to this entity
anyGetAnimationBlueprintPropertyValueGets an Animation Blueprint Property/Variable value directly
tableGetDoorsGets all configured Doors
SkeletalMesh ReferenceGetMeshGets the Asset name
CharacterGetPassengerGets a passenger from a seat
table of CharacterGetPassengersGets all passengers
booleanIsEngineStartedChecks if the engine is started
PlayAnimationPlays an Animation on this Vehicle
RemoveAllSkeletalMeshesAttachedRemoves all SkeletalMeshes attached
RemoveAllStaticMeshesAttachedRemoves all StaticMeshes attached
RemoveSkeletalMeshAttachedRemoves, if it exists, a SkeletalMesh from this Vehicle given its custom ID
RemoveStaticMeshAttachedRemoves, if it exists, a StaticMesh from this Vehicle given its custom ID
SetAnimationBlueprintPropertyValueSets an Animation Blueprint Property/Variable value directly
SetBuoyancyPontoonsSets the Buoyancy Pontoons used by the Water simulation
SetBuoyancySettingsSets how this entity behaves on Water
SetCameraArmLengthSets how far the camera stays from this Vehicle while driving it
SetCameraOffsetSets the Vehicle Camera Offset
SetDoorAdds a Door to the Vehicle
SetExplosionSettingsConfigures the Explosion Settings when health reaches zero
SetStaticMeshAttachedTransformSets a Static Mesh Attached location and rotation
StopAnimationStops an Animation Montage on this Vehicle
UnbindAnimationBlueprintEventDispatcherUnbinds an Animation Blueprint Event Dispatcher
ReturnsNameDescription
integerGetGearGets the current Gear
integerGetRPMGets the current RPM
HornStarts or stops the vehicles horn
booleanIsInAirChecks if the vehicle is in the air (no wheels touching the ground)
SetAerodynamicsSetupConfigures the Vehicle Aerodynamics Settings
SetAutoStartEngineSets if the Engine auto starts when the driver enters the Vehicle
SetDifferentialSetupConfigures the type of Differential
SetEngineSetupConfigures the Vehicle Engine (Torque, RPM, Braking)
SetEngineStartedSets if the Engine is turned off/on
SetHeadlightsEnabledEnables or disables the headlights
SetHeadlightsSetupConfigures the Headlights Offset and Color.
SetHornSoundSets the sound asset used by the vehicle horn
SetSteeringSetupConfigures the Vehicle Steering
SetSteeringWheelSetupConfigures where the Steering Wheel is located
SetTaillightsEnabledEnables or disables the taillights
SetTaillightsSetupConfigures the Taillights Offset.
SetTireFlatSets a Tire as Flat or not
SetTransmissionSetupConfigures the Vehicle Transmission
SetWheelConfigures a Vehicle Wheel

Optimal

GetGear

Gets the current Gear
local gear = my_vehiclewheeled:GetGear()

Returns

TypeDescription
integergear

Optimal

GetRPM

Gets the current RPM
local rpm = my_vehiclewheeled:GetRPM()

Returns

TypeDescription
integerrpm

Moderate

Horn

Starts or stops the vehicles horn
my_vehiclewheeled:Horn(enable_horn)

Parameters

TypeParameterDefaultDescription
booleanenable_horn Required parameter No description provided

Optimal

IsInAir

Checks if the vehicle is in the air (no wheels touching the ground)
local is_in_air = my_vehiclewheeled:IsInAir()

Returns

TypeDescription
booleanis_in_air

Moderate

SetAerodynamicsSetup

Configures the Vehicle Aerodynamics Settings
my_vehiclewheeled:SetAerodynamicsSetup(mass?, drag_coefficient?, vehicle_chassis_width?, vehicle_chassis_height?, vehicle_downforce_coefficient?, center_of_mass_override?)

Parameters

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

Optimal

SetAutoStartEngine

Sets if the Engine auto starts when the driver enters the Vehicle
my_vehiclewheeled:SetAutoStartEngine(auto_start)

Parameters

TypeParameterDefaultDescription
booleanauto_start Required parameter No description provided

Moderate

SetDifferentialSetup

Configures the type of Differential
my_vehiclewheeled:SetDifferentialSetup(differential_type, front_rear_split?)

Parameters

TypeParameterDefaultDescription
DifferentialTypedifferential_type Required parameter Type of Differential
floatfront_rear_split?0.5
Ratio of torque split between front and rear (less than 0.5 means more to front, bigger than 0.5 means more to rear, works only with 4W type)

Moderate

SetEngineSetup

Configures the Vehicle Engine (Torque, RPM, Braking)
my_vehiclewheeled:SetEngineSetup(max_torque?, max_rpm?, idle_rpm?, brake_effect?, rev_up_moi?, rev_down_rate?, torque_curve?)

Parameters

TypeParameterDefaultDescription
integermax_torque?700
Max Engine Torque (Nm) is multiplied by TorqueCurve
integermax_rpm?5700
Maximum revolutions per minute of the engine
integeridle_rpm?1200
Idle RMP of engine then in neutral/stationary
floatbrake_effect?0.05
Braking effect from engine, when throttle released
integerrev_up_moi?5
Affects how fast the engine RPM speed up
integerrev_down_rate?600
Affects how fast the engine RPM slows down
tabletorque_curve?{
0: 0.0,
max_rpm * 0.2: 0.9,
max_rpm * 0.4: 1.0,
max_rpm * 0.8: 0.8,
max_rpm: 0.0
}
Map defining the torque [Normalized 0..1] for a given RPM with this format

Optimal

SetEngineStarted

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

Parameters

TypeParameterDefaultDescription
booleanstarted Required parameter No description provided

Moderate

SetHeadlightsEnabled

Enables or disables the headlights
my_vehiclewheeled:SetHeadlightsEnabled(is_enabled)

Parameters

TypeParameterDefaultDescription
booleanis_enabled Required parameter No description provided

Moderate

SetHeadlightsSetup

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

Parameters

TypeParameterDefaultDescription
Vectorlocation Required parameter No description provided
Colorcolor?Color(1, 0.86, 0.5)
No description provided

Optimal

SetHornSound

Sets the sound asset used by the vehicle horn
my_vehiclewheeled:SetHornSound(sound_asset)

Parameters

TypeParameterDefaultDescription
Sound Referencesound_asset Required parameter No description provided

Moderate

SetSteeringSetup

Configures the Vehicle Steering
my_vehiclewheeled:SetSteeringSetup(steering_type, angle_ratio?, steering_curve?)

Parameters

TypeParameterDefaultDescription
SteeringTypesteering_type Required parameter Type of steering to use. Default is SteeringType.AngleRatio
floatangle_ratio?0.7
Only applies when SteeringType.AngleRatio is selected
tablesteering_curve?{
0: 1.0,
20: 0.8,
60: 0.4,
120: 0.3
}
Maximum steering versus forward speed (MPH) with this format

Moderate

SetSteeringWheelSetup

Configures where the Steering Wheel is located, so Characters can grab it procedurally properly
my_vehiclewheeled:SetSteeringWheelSetup(relative_location, radius, rotation?)

Parameters

TypeParameterDefaultDescription
Vectorrelative_location Required parameter Relative location of the steering wheel from the vehicle's origin
integerradius Required parameter Radius of the steering wheel to align the hands properly
Rotatorrotation?Rotator(0, 0, 0)
Rotation of the steering wheel to align the hands properly

Moderate

SetTaillightsEnabled

Enables or disables the taillights
my_vehiclewheeled:SetTaillightsEnabled(is_enabled)

Parameters

TypeParameterDefaultDescription
booleanis_enabled Required parameter No description provided

Moderate

SetTaillightsSetup

Configures the Taillights Offset.
my_vehiclewheeled:SetTaillightsSetup(location)

Parameters

TypeParameterDefaultDescription
Vectorlocation Required parameter No description provided

Moderate

SetTireFlat

Sets a Tire as Flat or not
my_vehiclewheeled:SetTireFlat(wheel_index, is_flat)

Parameters

TypeParameterDefaultDescription
integerwheel_index Required parameter No description provided
booleanis_flat Required parameter No description provided

Moderate

SetTransmissionSetup

Configures the Vehicle Transmission
my_vehiclewheeled:SetTransmissionSetup(transmission_final_ratio?, transmission_change_up_rpm?, transmission_change_down_rpm?, transmission_gear_change_time?, transmission_efficiency?, forward_gear_ratios?, reverse_gear_ratios?)

Parameters

TypeParameterDefaultDescription
floattransmission_final_ratio?3.08
The final gear ratio multiplies the transmission gear ratios
integertransmission_change_up_rpm?4500
Engine Revs at which gear up change occurs
integertransmission_change_down_rpm?2000
Engine Revs at which gear down change occurs
floattransmission_gear_change_time?0.4
Time it takes to switch gears (seconds)
floattransmission_efficiency?0.9
Mechanical frictional losses mean transmission might operate at 0.94 (94% efficiency)
table of floatforward_gear_ratios?{
2.85,
2.02,
1.35,
1.0
}
List of forward gear ratios
table of floatreverse_gear_ratios?{ 2.86 }
List of reverse gear ratios

Moderate

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_vehiclewheeled: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?, suspension_sweep_shape?)

Parameters

TypeParameterDefaultDescription
integerindex Required parameter Index of the wheel (0-N). Set it in ASC order
stringbone_name Required parameter Name of the bone to attach this wheel to
integerradius?32
Radius of the wheel
integerwidth?20
Width of the wheel
integermax_steer_angle?50
Steer angle in degrees for this wheel
Vectoroffset?Vector(0, 0, 0)
If bone_name is specified, offset the wheel from the bone's location. Otherwise this offsets the wheel from the vehicle's origin
booleanis_affected_by_engine?true
Whether engine should power this wheel
booleanis_affected_by_brake?true
Whether brake should affect this wheel
booleanis_affected_by_handbrake?true
Whether handbrake should affect this wheel
booleanhas_abs_enabled?false
Advanced Braking System Enabled
booleanhas_traction_control_enabled?false
Straight Line Traction Control Enabled
integermax_brake_torque?1500
Max brake torque for this wheel (Nm)
integermax_handbrake_torque?3000
Max handbrake brake torque for this wheel (Nm). A handbrake should have a stronger brake torque than the brake
integercornering_stiffness?1000
Tyre Cornering Ability
floatside_slip_modifier?1.0
Wheel Lateral Skid Grip Loss, lower number less grip on skid
floatfriction_force_multiplier?2.0
Friction Force Multiplier
floatslip_threshold?20.0
Wheel Longitudinal Slip Threshold
floatskid_threshold?20.0
Wheel Lateral Skid Threshold
floatsuspension_spring_rate?250.0
Spring Force (N/m)
floatsuspension_spring_preload?50.0
Spring Preload (N/m)
floatsuspension_max_raise?10.0
How far the wheel can go above the resting position
floatsuspension_max_drop?10.0
How far the wheel can drop below the resting position
floatsuspension_smoothing?0.0
Smooth suspension [0-off, 10-max] - Warning might cause momentary visual inter-penetration of the wheel against objects/terrain
floatsuspension_damping_ratio?0.5
Suspension damping, larger value causes the suspension to come to rest faster [range 0 to 1]
floatsuspension_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.
Vectorsuspension_axis?Vector(0, 0, -1)
Local body direction in which where suspension forces are applied (typically along -Z-axis)
Vectorsuspension_force_offset?Vector(0, 0, 0)
Vertical offset from where suspension forces are applied (along Z-axis)
SuspensionSweepShapesuspension_sweep_shape?SuspensionSweepShape.Raycast
Wheel suspension trace type, defaults to ray trace

🚀 Events

Inherited Entity Events
VehicleWheeled inherits from Base Entity Class, sharing it's events:
Base Entityscripting-reference/classes/base-classes/entity
NameDescription
ClassRegisterTriggered when a new Class is registered with the Inheriting System
DestroyTriggered when an Entity is destroyed
SpawnTriggered when an Entity is spawned/created
ValueChangeTriggered when an Entity has a value changed with :SetValue()
Inherited Actor Events
VehicleWheeled inherits from Base Actor Class, sharing it's events:
Base Actorscripting-reference/classes/base-classes/actor
NameDescription
DimensionChangeDéclenché lorsqu'un Actor change de dimension
EnterWaterTriggered when an Actor enters a water body
LeaveWaterTriggered when an Actor leaves a water body
NetworkAuthorityChangeTriggered when an Actor changes its network authority Player
NetworkAuthorityChangeTriggered when the local Player gets/loses network authority over this actor
Inherited Damageable Events
VehicleWheeled inherits from Base Damageable Class, sharing it's events:
Base Damageablescripting-reference/classes/base-classes/damageable
NameDescription
Death Lorsque l'Entité meurt
HealthChangeQuand la santé de l'entité est modifiée, ou parce qu'elle a subi des dégâts ou a été manuellement définie par le script ou la réapparition
RespawnLorsque l'Entité réapparaît
TakeDamageDéclenché lorsque cette Entité subit des dégâts
Inherited Vehicle Events
VehicleWheeled inherits from Base Vehicle Class, sharing it's events:
Base Vehiclescripting-reference/classes/base-classes/vehicle
NameDescription
CharacterAttemptEnterTriggered when a Character attempts to enter the Vehicle
CharacterAttemptLeaveTriggered when a Character attempts to leave the Vehicle
CharacterEnterTriggered when a Character fully enters the Vehicle
CharacterLeaveTriggered when a Character fully leaves the Vehicle
EngineStartTriggered when the engine starts
EngineStopTriggered when the engine stops
HitTriggered when Vehicle hits something
NameDescription
HornTriggered when Vehicle honks

Horn

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

Arguments

TypeArgumentDescription
VehicleWheeledselfNo description provided
booleanis_honkingNo description provided