Abstract base of all vehicles.
EntityWithOwnerPrototypedoublefalsefalseMust be positive. Weight of the entity used for physics calculation when car hits something.
Energy | doublefalsefalseMust be positive. There is no functional difference between the two ways to set braking power/force.
doublefalsefalseMust be positive. There is no functional difference between the two ways to set friction force.
doublefalsefalseThe (movement) energy used per hit point (1 hit point = 1 health damage) taken and dealt for this vehicle during collisions. The smaller the number, the more damage this vehicle and the rammed entity take during collisions: damage = energy / energy_per_hit_point.
floattruefalseMust be in the [0, 1] interval.
doubletruefalsedoubletruefalseTriggerEffecttruefalseTriggerEffecttruefalseEquipmentGridIDtruefalseThe name of the EquipmentGridPrototype this vehicle has.
SpritetruefalseThe sprite that represents this vehicle on the map/minimap.
SpritetruefalseThe sprite that represents this vehicle on the map/minimap when it is selected.
booleantruefalseDetermines whether this vehicle accepts passengers. This includes both drivers and gunners, if applicable.
stringtruefalseName of a DeliverCategory.
uint32truefalseIn chunks. The radius of the radar range of the vehicle, so how many chunks it charts around itself.
booleantruefalse