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Hidden Secrets Video Series
I created a few videos based around hidden secrets in GTA V. I'll be adding to the series over time, including missions and GTA Online information too.
Advanced handling data table
The idea of these tables is to allow you to make your own analysis of vehicles based around the most influential parts of the handling data, focusing specifically on speed and acceleration. As you can see, the downforce and drag modifier values have massive effects on a vehicle's capabilities; for example, the Autarch has a higher MaxVel (maximum velocity) value than the Adder but also has a higher drag coefficient than the Adder, resulting in the Autarch losing potential speed against the Adder because of this.
- IDs
Red | > 9.1 |
---|---|
Orange | 7.1 - 9.0 |
Green | < 7.0 |
Red | < 0.14 |
---|---|
Orange | 0.15 - 0.29 |
Green | > 0.3 |
Since downforce makes a car's top speed worse no matter what, there can't be a "good" amount of downforce when talking about top speeds, and there isn't a direct variable that works against (as a push-pull factor like that of Drive Force / Drag) downforce. Then again, it's obvious that there can be a certain amount of downforce which is pretty poor, and an amount which is exceptionally poor. I'd compare it to vehicles of similar shapes, design and performance and if a car has much less but shares similar traits, then and only then should it be marked as orange. Otherwise, downforce should usually just be red. Downforce is your enemy when talking about speed.
Like downforce is always your friend, engine resistance is always your enemy. You can't have a "good" amount of engine resistance when talking about top speed, since engine resistance is always going to limit you from reaching a higher speed. But, just like downforce, there's examples of low and high amounts of engine resistance, and as such, you can have an "acceptable" (orange) amount of engine resistance and a not-so-acceptable amount of engine resistance (red). From what I can gather, the closer the value is to 0, the worse the resistance is, since multiplying any integer by a number less than 0 will cause the value to be lower than the original integer, and as such the closer the value to 1, the better.
Since very few cars have this, lets just say that anything that's 0.1 is absolutely awful and anything higher than that (well, not 0.11, but a bit higher, say 0.2 or something) is okayish.
Generally best to compare to vehicles within its class rather than say "if its lower than 150 then its shit", since this is basically the base point of everything else. DriveForce and DragCoeff aren't always based around class and generally vary across all vehicles, but if a vehicle has more drag and more speed, it's probably gonna be a supercar, since slower vehicles generally have less drag and less speed.
For best results, calculate the interquartile range of the vehicle class:
- Calculate the average by mean by summing the MaxFlatVel values and dividing by the sample size of that vehicle class.
- Best to use an online interquartile range calculator to calculate the quarter distribution of the data. For best results, put the data in order and remove any outliers (values that don't fit an even distribution, for example, in a data set of 4,1,3,2,4,1,12, 12 would be an outlier, and divide by the sample size (lower if removing outliers) to calculate upper and lower bounds of the set.
Interquartile range allows us to determine what speed is "bad", "good" and "average" for this set. It may seem unfair to consider the Visione's 160 kmh an "average" speed but this isn't my fault; Rockstar have gradually increased vehicle speeds, the Adder once reigned as the highest with 160, but now we're getting 161 ever more frequently within the Super's class.
MP Assault
Seems R* is quite literally restricting vehicles to perform shit and then put a stupid price tag on them. They've began adding this new sub-handling property called engine resistance which quite clearly restricts the vehicle's capabilities.
The Taipan has the new highest FlatMaxVel value at 170.25, a full 10 km/h more than the Adder, however the engine resistance value severely limits the XXR from ever beating existing super cars.
Vehicle name | EngineResistance value | MaxFlatVel value (km/h) | DragCoeff value | DriveForce value | DownforceModifier value | Output top speeds (mph / km/h; tested) | ||||
---|---|---|---|---|---|---|---|---|---|---|
Stock | EMS1 | EMS2 | EMS3 | EMS4 | ||||||
Caracara | 0.015 | 135 | 12.500000 | 0.27000 | 93 / 149.7 | 94 / 151.3 | 95 / 152.9 | 96 / 154.5 | 97 / 156.1 | |
Cheburek | 0.01 | 140 | 8.50000 | 0.26500 | ||||||
Dominator GTX | 0.01 | 145.5 | 10.5000 | 0.335000 | 101 / 162.5 | 102 / 164.2 | 103 / 165.8 | 104 / 167.4 | 105 / 169 | |
Ellie | 0.01 | 140.5 | 10.75000 | 0.325000 | 98 / 157.7 | 99 / 159.3 | 100 / 160.9 | 102 / 164.2 | 104 / 167.4 | |
Entity XXR | 0.01 | 170 | 8.3000 | 0.355000 | 175.000 | 117 / 188.3 | 118 / 190 | 120 / 193.1 | 121 / 194.7 | 123 / 197.9 |
Flash GT | 0.01 | 152 | 11.500000 | 0.320000 | 200.000 | 103 / 165.8 | 111 / 178.6 | |||
Hotring | 0.04 | 159 | 10.0000 | 0.335000 | 110 / 177 | 112 / 180.2 | 113 / 181.9 | 114 / 183.5 | 116 / 186.7 | |
Tezeract | 0.02 | 169 | 2.0000 | 0.137500 | 170.00 | 126 / 202.8 | 126 / 202.8 | 126 / 202.8 | 126 / 202.8 | 126 / 202.8 |
Taipan | 0.01 | 170.25 | 8.31000 | 0.357000 | 120.000 | 117 / 188.3 | 118 /190 | 120 / 193.1 | 121 / 194.7 | 122 / 196.3 |
Tyrant | 0.02 | 165 | 8.00000 | 0.34000 | 300.000 | 115 / 185.1 | 116 / 186.7 | 118 /190 | 120 / 193.1 | 122 / 196.3 |
Super Vehicle Class
Vehicle name | EngineResistance value | MaxFlatVel value (km/h) | DragCoeff value | DriveForce value | DownforceModifier value | Output top speeds (mph / km/h; tested) | ||||
---|---|---|---|---|---|---|---|---|---|---|
Stock | EMS1 | EMS2 | EMS3 | EMS4 | ||||||
811 | 159.3 | 8.500000 | 0.356000 | 116 / 186.7 | ||||||
Adder | 160 | 7.800000 | 0.320000 | 116 / 186.7 | 117 / 188.3 | 118 / 191.5 | 120 / 193.1 | 121 / 194.7 | ||
Autarch | 161 | 10.1070 | 0.377000 | 295.00 | ||||||
Banshee 900R | 150 | 12.500000 | 0.347500 | 107 / 172.2 | 111 / 178.6 | 115 / 185.1 | 119 / 191.5 | 124 / 199.6 | ||
Bullet | 152 | 9.000000 | 0.330000 | |||||||
Cheetah | 153 | 8.500000 | 0.320000 | 110 / 177 | ||||||
Cyclone | 158 | 11.0000 | 0.2725000 | 112 / 180.2 | ||||||
ETR1 | 158.5 | 9.500000 | 0.330000 | 3.0 | 111 / 178.6 | |||||
Entity XF | 155 | 8.500000 | 0.330000 | |||||||
Entity XXR | 0.01 | 170 | 8.3000 | 0.355000 | 175.000 | 117 / 188.3 | 118 / 190 | 120 / 193.1 | 121 / 194.7 | 123 / 197.9 |
FMJ | 158.4 | 8.900000 | 0.3655000 | 116 / 186.7 | ||||||
GP1 | 160.5 | 10.3070 | 0.370000 | 1.25 | 114 / 183.5 | |||||
Infernus | 150 | 9.700000 | 0.340000 | |||||||
Itali GTB | 159 | 8.25000 | 0.3365000 | 115 / 185.1 | ||||||
Itali GTB Custom | 159.2 | 8.25000 | 0.340000 | 1.5 | 116 / 186.7 | |||||
Nero | 160 | 8.100000 | 0.337500 | 116 / 186.7 | ||||||
Nero Custom | 160.2 | 8.100000 | 0.3400500 | 117 / 188.3 | 119 / 191.5 | 120 / 193.1 | 121 / 194.7 | 122 / 196.3 | ||
Osiris | 159.1 | 10.240000 | 0.36000 | 112 / 180.2 | ||||||
Penetrator | 159.5 | 7.95000 | 0.30000 | 113 / 181.9 | ||||||
RE-7B | 161 | 10.3270 | 0.37100 | 3.5 | ||||||
Reaper | 159 | 10.4370 | 0.365000 | 112 / 180.2 | ||||||
Rocket Voltic | 145 | 8.000000 | 0.180000 | 103 / 165.8 | ||||||
SC1 | 159 | 9.25000 | 0.310000 | 110 / 177 | ||||||
Sultan RS | 148 | 9.000000 | 0.330000 | |||||||
T20 | 159.3 | 10.4270 | 0.365000 | 112 / 180.2 | ||||||
Taipan | 0.01 | 170.25 | 8.31000 | 0.357000 | 120.000 | 117 / 188.3 | 118 / 190 | 120 / 193.1 | 121 / 194.7 | 122 / 196.3 |
Tempesta | 157 | 10.500000 | 0.360000 | 111 / 178.6 | ||||||
Tezeract | 0.02 | 169 | 2.0000 | 0.137500 | 170.00 | 126 / 202.8 | 126 / 202.8 | 126 / 202.8 | 126 / 202.8 | 126 / 202.8 |
Turismo R | 155 | 9.3 | 0.36 | 112 / 180.2 | 114 / 183.5 | 116 / 186.7 | 117 / 188.3 | 118 / 189.9 | ||
Tyrant | 0.02 | 165 | 8.00000 | 0.34000 | 300.000 | 115 / 185.1 | 116 / 186.7 | 118 / 190 | 120 / 193.1 | 122 / 196.3 |
Tyrus | 161 | 10.3070 | 0.371000 | 114 / 183.5 | 115 / 185.1 | 116 / 186.7 | 118 / 190 | 119 / 191.5 | ||
Vacca | 152 | 7.600000 | 0.300000 | |||||||
Vagner | 160.9 | 9.25000 | 0.370000 | 2.75 | 116 / 186.7 | |||||
Vigilante | 160.02 | 9.6000 | 0.375000 | 115 / 185.1 | 117 / 188.3 | 118 / 190 | 119 / 191.5 | 120 / 193.1 | ||
Visione | 160 | 9.25000 | 0.3550000 | 2.0 | 115 / 185.1 | 116 / 186.7 | 117 / 188.3 | 119 / 191.5 | 120 / 193.1 | |
Voltic | 145 | 8.000000 | 0.180000 | |||||||
X80 Proto | 161 | 9.25000 | 0.375000 | 117 / 188.3 | 119 / 191.5 | 120 / 193.1 | 121 / 194.7 | 122 / 196.3 | ||
XA-21 | 159.2 | 10.4270 | 0.364000 | |||||||
Zentorno | 159 | 10.000000 | 0.354000 | |||||||
Average (by mean) | 158.3781 | |||||||||
Total | 6018.37 |
- Sample: 38
Lower quartile | Mid point (average by mean) | Upper quartile |
---|---|---|
155 | 158.3781 | 160.6 |
- Sample: 32
Lower quartile | Mid point (average by mean) | Upper quartile |
---|---|---|
<= 155.5 | 157.9071 155.6 - 160.014 | >= 160.015 |
Helpful file paths
- update\update.rpf\x64\patch\data\cdimages\scaleform_web.rpf - website pictures
GTA IV Police Scanner
Streets
- A-C
GTA V In-game tips
Loading game/general
"
GTA Online
Rockstar Editor
|
Old Vehicle Specs
?file name?
These are from the americandlc.gxt2 file for patches Business, High Life, Hipster and Valentines. Might require some deep digging into old videos/pictures to verify which vehicle is paired to these lines (the stats on websites are no longer like this ever since the website was updated), as its possible to pair these strings up to the vehicles. It could also be any pre-existing vehicles that were added to websites in this update (Coquette Topless, Voltic Topless, etc)
Name | String |
---|---|
Stinger (Topless) | Engine ā 3 liter Power - 290hp Top Speed ā 150mph 0-60 ā 6 seconds |
Coquette | Engine - 6 liter Power - 570hp Top Speed - 202mph 0-60 - 3.1 seconds |
Surano | Engine - 6 liter Power - 583hp Top Speed - 206mph 0-60 - 3.9 seconds |
Turismo R | Engine ā 7.2 liter V12 Power - 799hp Top Speed - 210mph 0-60 ā 2.8 seconds |
Roosevelt | Engine ā 6 liter V10 Power - 100hp Top Speed - 75mph 0-60 ā 20 seconds |
Zentorno | Engine ā 6.8 liter V12 Power - 750hp Top Speed - 213mph 0-60 ā 2.8 seconds |
Voltic | Engine - Lithium Ion Power - 290hp Top Speed - 120mph 0-60 - 3.5 seconds |
Voltic (Topless) | Engine - Lithium Ion Power - 290hp Top Speed - 120mph 0-60 - 3.5 seconds |
Massacro | Engine ā 6.0 liter V6 Power - 480hp Top Speed - 193mph 0-60 ā 3.7 seconds |
Thrust | Engine - 999 CC Power - 196hp Top Speed - 190mph 0-60 - 3.2 seconds |
Jester | Engine ā 4.0 liter V6 Power - 420hp Top Speed - 180mph 0-60 ā 4.5 seconds |
Banshee (Topless) | Engine - 8.4 liter Power - 400hp Top Speed - 140mph 0-60 - 3.7 seconds |
Huntley S | Engine ā 4.2 liter V6 Power - 380hp Top Speed - 124mph 0-60 ā 8 seconds |
Alpha | Engine ā 4.3 liter V8 Power - 500hp Top Speed - 157mph 0-60 ā 5.9 seconds |
common global.gxt2
Name | String |
---|---|
Stinger | Engine ā 3 liter Power - 290hp Top Speed ā 150mph 0-60 ā 6 seconds |
Carbonizzare | Engine - 5 liter Power - 570hp Top Speed - 198mph 0-60 - 3.5 seconds |
Entity XF | Engine ā 4.5 liter Power ā 800hp Top Speed ā Up to 215mph 0-60 ā 3.5 seconds |
Cheetah | Engine ā 6 liter Power ā 620hp Top Speed ā Up to 215mph 0-60 ā 4 seconds |
Stinger GT | Engine - 3 liter Power - 320hp Top Speed - 175mph 0-60 - 5.7 seconds |
? | Engine - 4 liter Power - 520hp Top Speed - 170mph 0-60 - 3.1 seconds |
Adder | Engine ā 8 liter Power ā 1100hp Top Speed ā Up to 215mph (! originally listed as 250 mph !) 0-60 ā 3 seconds |
Monroe | Engine ā 3.7 liter Power ā 340hp Top Speed ā 165mph 0-60 ā 7 seconds |
Vacca | Engine ā 5.1 liter Power ā 540hp Top Speed ā 190mph 0-60 ā 3.9 seconds |
Feltzer | Engine - 6 liter Power - 666hp Top Speed - 199mph 0-60 - 3.9 seconds |
? | Engine - 4 liter Power - 441hp Top Speed - 189mph 0-60 - 4.8 seconds |
Comet | Engine - 3 liter Power - 550hp Top Speed - 203mph 0-60 - 3.1 seconds |
Rapid GT | Engine - 4 liter Power - 460hp Top Speed - 192mph 0-60 - 4.1 seconds |
Rapid GT (Convertible) | Engine - 4 liter Power - 460hp Top Speed - 192mph 0-60 - 4.5 seconds |
Z-Type | Engine ā 3.4 liter Power - 200hp Top Speed - 130mph 0-60 ā 10 seconds |
Super Diamond | Engine - 7 liter Power - 459hp Top Speed - 163mph 0-60 - 5.5 seconds |
Elegy RH8 | Engine - 3 liter Power - 560hp Top Speed - 197mph 0-60 - 2.7 seconds |
Bullet | Engine - 6 liter Power - 550hp Top Speed - 210mph 0-60 - 3.6 seconds |
Banshee | Engine - 8.4 liter Power - 400hp Top Speed - 140mph 0-60 - 3.7 seconds |
mppilot
It really annoys me how vehicles from other DLCs seep into a dlc that only had one car, obviously rockstar wanted to update a lot.
Name | String |
---|---|
Coquette Classic | Engine - 428cui (7l) v8 Power - 435bhp Top Speed - 140mph 0-60 - 7 seconds |
Coquette Classic Topless | Engine - 428cui (7l) v8 Power - 435bhp Top Speed - 140mph 0-60 - 7 seconds |
mplts
yet again constant repeats of previous dlc vehicles. only one that isn't duplicated.
Name | String |
---|---|
Furore GT | Engine - 4 liter Power - 280hp Top Speed - 155mph 0-60 - 5 seconds |
mpindependence
none
mphipster
none
mpbeach
none
not listed
Found through youtube videos, not found in files.
Name | String |
---|---|
JB 700 | Engine - 4 liter Power - 270hp Top Speed - 140mph 0-60 - 9 seconds |
Cognoscenti Cabrio | Engine - 5.8 liter Power - 550hp Top Speed - 198mph 0-60 - 4.55 seconds |
Vehicle Speeds
Okay, to clarify,
These speeds are of stock vehicles. As oppose to popular, debatable methods people use across the internet, which involve random calculations, these speeds are gained from the simple use of an extremely long, yet perfectly flat, stunt track, and a trainer-provided speedometer option. From here, I simply give each car 2 flying runs.
Almost every vehicle has "two" "top" speeds. The initial, lower top speed is reached, and after around 20 seconds of being at this speed, the speed will begin to increase, usually by 5 mph, within 10 seconds, to a higher top speed. It's interesting to note that in one direction, the vehicle will reach the higher top speed first, before eventually lowering itself to the lower top speed, while in the other direction, the lower top speed is met first, before the speed continues to increase to the higher value, remaining at this value for the rest of the track.
Either way, there can only be one top speed, as such, I've listed both - but all vehicle articles will only list the higher value, as this is the speed the vehicle has the potential to reach in stock condition.
These speeds are maximum speeds vehicles are able to reach in a straight line. They are not how "quick" the vehicle is, they are what the car's maximum speed reaches. Do not use these speeds to come to decisions of which will be best around a track, nor what car will win in a straight mile. These values simply conclude what the maximum speed will be for that vehicle.
How do I know these speeds are accurate during testing?
- I use "display coordinates" to identify any movement which may tamper with the speed outcome - the Z axis and "heading" direction should remain the exact same throughout the test.
- I keep the vehicle extremely straight
- I avoid the car touching the edges of the stunt track, as these bumps cause boosts of speeds.
- I avoid the so-called technique of "double-clutching", wherein hitting the handbrake during gearshifts causes extreme boosts of acceleration
- I avoid giving the vehicles any vehicle mods - standard "vehicle components" do not matter, as these have no affect to vehicle weight.
- Two runs, each lasting around 2 minutes depending on vehicle - either direction (speeds are same each way, but reversed in order of which speed is reached first).
A few other notations discovered during the test:
- Suspension customization does not affect top speed
- Transmission customization does not affect top speed
- Armor customization does not affect top speed
- Brakes customization does not affect top speed
- Engine EMS customization appears to multiply top speed - to work out multipliers
- Any other form of modification, such as wings, spoilers, bonnet intakes, diffusers and splitters have absolutely no affect on top speed.
A full explanation and example of the test can be found on my video, here.
Thesaurus of Vehicle Terminology
- Basic descriptions
- Basic, standard, conventional, regular, traditional (of standardised components)
- Bodywork, exterior, paintwork.
- Spoilers and wings - they're not the same thing
- Spoiler, air damn (front only) - redirects airflow to allow for better movement through air
- Airfoil, wing - forces air up/out to create downforce and increase drag
- Diffusers and splitters
- Diffuser - applied to the rear bumper, reduces drag and excessive separation of airflow, acts as a rear spoiler.
- Splitter - applied to the front bumper, increases frontal downforce, acting as a bumper spoiler.
- Underside
- Undertray, underplating, carbon plated - plating underneath the car for aerodynamic purposes
- Skid plate, sump guard, sump plate - protection plates protecting the undercarriage
GTA V Soundtrack
Seems that missions steam music in "events" and do not directly begin to play the music - makes sense, I mean, if it wants to just play a random song then don't bother with events. Unfortunately I can't find a file for these events. I've managed to find out via Legal Trouble's script that an event called "TRV4_CHASE" pairs up to Tangerine Dream's Dragoner.
Dragoner
- audio::trigger_music_event("TRV4_START")
- audio::trigger_music_event("TRV4_CAR_ENTERED")
- audio::trigger_music_event("TRV4_FAIL")
- audio::trigger_music_event("TRV4_LOSE_COPS")
- audio::trigger_music_event("TRV4_JET_ENTERED")
- audio::trigger_music_event("TRV4_COPS_LOST")
- audio::trigger_music_event("TRV4_SUCK_CS")
- audio::trigger_music_event("TRV4_RUN")
- audio::trigger_music_event("TRV4_AIRPORT_ENTERED")
- audio::trigger_music_event("TRV4_CHASE")
- audio::trigger_music_event("TRV4_EXIT_CARS")
- audio::trigger_music_event("TRV4_GAMEPLAY_START")
- audio::trigger_music_event("TRV4_START_CS_SKIP")
- audio::trigger_music_event("TRV4_FOOT_CHASE_RT")
- audio::trigger_music_event("TRV4_EVADE_RT")
- audio::trigger_music_event("TRV4_START_RT")
Import Export
Script stuff for Import Export
Steal Vehicle Cargo - Race Bet
Sultan RS's and Banshee 900Rs spawn after the "Race Bet" Steal Vehicle Cargo mission. These custom cars will tail the player after they steal the vehicle. They spawn in these specific colors with these specific modifications. The cars will spawn in pairs. Whether they spawn with extras (the roof and the seat bars for the Banshee 900R) is completely random. There is two variations of each car.
- They do not have bullet-proof tyres.
- They do not have any custom modifications on the interior.
- They do not have any engine, armor, brakes, suspension or transmission upgrades.
File | Color Set | Window Tint? | Livery? | Mod Kit | ||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| N/A | See Mod Kit |
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| N/A | See Mod Kit |
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| N/A | See Mod Kit |
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| N/A | See Mod Kit |
|
An Elegy RH8 will spawn at the start line of the Race Bet for the player to use. It is completely unmodified.
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||
---|---|---|---|---|---|---|---|---|---|
Random (Traffic default colours), however, because Elegy RH8's do not spawn in GTA Online, the car will almost always appear with the first colour set, unless multiple players in the session have had this mission before you.
| N/A | N/A | The vehicle is completely unmodified. |
Steal Vehicle Cargo - Car Meet
There are many variations of the same cars that appear during the Car Meet mission type. The same modified cars will appear each time at each specific car meet scenario.
The cars that pursue after the mission even have engine and transmission modifications applied, which explains why they can keep up with you really easily.
- Futo
There are two versions of the Futo which may spawn after the Car Meet and chase the player - these both have similar modifications and have identical license plates - 21ZLW254
There are a further eight versions of the Futo which can spawn during the Car Meet - these have similar modifications and share the license plate - 38UMF829
File | Color Set | Window Tint? | Livery? | Mod Kit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Limo | N/A |
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Limo | N/A |
|
- Dominator
There are two versions of the Dominator which may spawn after the Car Meet and chase the player - these both have similar modifications and have identical license plates - 87DZU328
There are a further eight versions of the Dominator which can spawn during the Car Meet - these have similar modifications and share the license plate - 87DZU328
File | Color Set | Window Tint? | Livery? | Mod Kit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Limo | N/A |
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Limo | N/A |
|
- Sultan RS & Banshee 900R
A "standard" version of the stock Sultan RS spawns for some reason, likely a backup if something goes wrong. They seem to imitate the stock car's appearance (stock colors, almost) but with a tonne of modifications, particularly the interior, applied.
Like the Sultan, a "standard" version of the Banshee 900R seems to spawn. It uses regular colours but has a tonne of modifications. It also has a specific plate. It should also always spawn with the seat bars.
File | Color Set | Window Tint? | Livery? | Mod Kit | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| N/A | N/A | This is a very messy modkit so I have no idea how to do this without making the table stupidly complicated.
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| N/A | N/A |
|
- Buccaneer Custom
Buccaneer Custom 1 has an invalid rear bumper value which refers to the Buccaneer's stubby wheelie bar and so this car cannot be recreated.
There is several variations of the car with the same modifications, with different colors and a different livery, each specific to each of the three car meets. They all have the same license plate text which can spawn in different colours. They all spawn with a hardtop roof. They all have stock interior colours and stock dials.
- 2 and 3 spawn at the Vinewood Boulevard car meet.
- 4 and 5 spawn at the Power Station car meet.
- 6 and 7 spawn at the Vinewood Bowl car meet.
- 7 has no colour reference and simply returns to the original model - 34
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| N/A | See Modkit |
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||
---|---|---|---|---|---|---|---|---|---|
| N/A | See Modkit | Same as before.
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||
---|---|---|---|---|---|---|---|---|---|
| N/A | See Modkit | Same as before.
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||
---|---|---|---|---|---|---|---|---|---|
| N/A | See Modkit | Same as before.
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||
---|---|---|---|---|---|---|---|---|---|
| N/A | See Modkit | Same as before.
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||
---|---|---|---|---|---|---|---|---|---|
| N/A | See Modkit | Same as before.
|
File | Color Set | Window Tint? | Livery? | Mod Kit | |||||
---|---|---|---|---|---|---|---|---|---|
| N/A | See Modkit | Same as before.
|
CarCol Redesign
Should have all categories from Jobs menu as separate navboxes. That includes: missions, races, captures, LTSs, deathmatches, survivals, adversary modes.
I do not believe "heists" should be a separate navbox - they are structured like contact missions, and since they are not triggered in the job menu, they aren't in a separate category. Besides, it would be a waste of templates - there's only 5 heists. This is the same with Lowrider, Mobile Operations and Special Vehicle Work missions. Freemode Events are triggered in-lobby, and again, there aren't many, so there's no need for separate navigation. VIP Work are also triggered in lobby and aren't listed as a separate job in the job menu. There aren't many, so once again, no need.
Covert Ops and SecuroServ are two major networks. This doesn't act as a mission navigation, but rather a navigation for everything related to them. I'm considering one for Smuggler's and eventually Bikers, but unsure what to call yet.
|
Important Script Stuff
Vehicle Mods and Modkits
A vehicle needs a modkit to create a car with mods. If the car doesn't have modkit set to a value higher or equal to 0, then the following mods will NOT work!
Look out for this, basically.
vehicle::set_vehicle_mod_kit(uParam0->f_35[0], 0);
Then, the vehicle will list all the vehicle mods it has. For example, Hao's Penumbra:
vehicle::set_vehicle_mod(uParam0->f_35[0], 0, 2, 0); vehicle::set_vehicle_mod(uParam0->f_35[0], 1, 1, 0); vehicle::set_vehicle_mod(uParam0->f_35[0], 2, 1, 0); vehicle::set_vehicle_mod(uParam0->f_35[0], 3, 1, 0); vehicle::set_vehicle_mod(uParam0->f_35[0], 4, 1, 0); vehicle::set_vehicle_mod(uParam0->f_35[0], 6, 0, 0); vehicle::set_vehicle_mod(uParam0->f_35[0], 7, 2, 0); vehicle::set_vehicle_mod(uParam0->f_35[0], 10, 0, 0); vehicle::set_vehicle_mod(uParam0->f_35[0], 23, 20, 0);
Ignoring the last 0, these numbers are meaningless without some context. The first value on each line is the category. The following list of numbers correspond to a category:
Mod Type Spoilers - 0 Front Bumper - 1 Rear Bumper - 2 Side Skirt - 3 Exhaust - 4 Frame - 5 Grille - 6 Hood - 7 Fender - 8 Right Fender - 9 Roof - 10 Engine - 11 Brakes - 12 Transmission - 13 Horns - 14 (modIndex from 0 to 51) Suspension - 15 Armor - 16 Front Wheels - 23 Back Wheels - 24 //only for motocycles Plate holders - 25 Trim Design - 27 Ornaments - 28 Dial Design - 30 Steering Wheel - 33 Shifter Leavers - 34 Plaques - 35 Hydraulics - 38 Livery - 48
The second number is equal to the value of this type of mod. 0 = first mod, 1 = second mod, 2 = third mod, etc. -1 equals null (ie, dont give one).
Vehicle Components
Sometimes specific components can be enabled or disabled through the script.
This is listed as "vehicle_extra" and the numbers refer to the extra component's number in the model. Just like mod parts and wheels, components start at 0, so extra 1 = 0, extra 2 = 1, extra 3 =2, etc....I found out this the hard way.
Toggling Vehicle Mods
Hao's Penumbra has a few Toggles:
vehicle::toggle_vehicle_mod(uParam0->f_35[0], 18, 1); vehicle::toggle_vehicle_mod(uParam0->f_35[0], 17, 1); vehicle::toggle_vehicle_mod(uParam0->f_35[0], 22, 1);
1 = true, 0 = false, -1 = null (does not have)
The first value is the mod type.
Toggles: UNK17 - 17 (unknown) Turbo - 18 UNK19 - 19 (unknown) Tire Smoke - 20 UNK21 - 21 (unknown) Xenon Headlights - 22
Roll Down Windows
Rolling down certain windows it possible via script.
For example, Hao's Penumbra.
vehicle::roll_down_window(uParam0->f_35[0], 0);
where
windowIndex: 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window
Interestingly, it was Hao's left window that was rolled down, not his right.
Vehicle Doors Locked
Locking doors. For example, Hao's Penumbra
vehicle::set_vehicle_doors_locked(uParam0->f_35[0], 3);
where
0 - CARLOCK_NONE 1 - CARLOCK_UNLOCKED 2 - CARLOCK_LOCKED (locked) 3 - CARLOCK_LOCKOUT_PLAYER_ONLY 4 - CARLOCK_LOCKED_PLAYER_INSIDE (can get in, can't leave)
Vehicle Lights
Setting vehicle lights. For example, Hao's Penumbra
vehicle::set_vehicle_lights(uParam0->f_35[0], 2);
where
p1 = 0 ;vehicle normal lights, off then lowbeams, then highbeams p1 = 1 ;vehicle doesn't have lights, always off p1 = 2 ;vehicle has always on lights p1 = 3 ;or even larger like 4,5,... normal lights like =1
Vehicle Suppressed
Stops type of vehicle spawning in traffic.
Index
Creates mission vehicle with coordinates Vehicle CREATE_VEHICLE(Hash modelHash, float x, float y, float z, float heading, BOOL isNetwork, BOOL thisScriptCheck) // 0xAF35D0D2583051B0 0xDD75460A
Deletes mission vehicle void DELETE_VEHICLE(Vehicle *vehicle) // 0xEA386986E786A54F 0x9803AF60
Makes the vehicle accept no passengers. void SET_VEHICLE_ALLOW_NO_PASSENGERS_LOCKON(Vehicle veh, BOOL toggle) // 0x5D14D4154BFE7B2C 0x8BAAC437
Sets a vehicle on the ground on all wheels. BOOL SET_VEHICLE_ON_GROUND_PROPERLY(Vehicle vehicle) // 0x49733E92263139D1 0xE14FDBA6
Determines whether the vehicle is stuck on its roof BOOL IS_VEHICLE_STUCK_ON_ROOF(Vehicle vehicle) // 0xB497F06B288DCFDF 0x18D07C6C
Determines whether the vehicle is going extremely slow, or has stopped. BOOL IS_VEHICLE_STOPPED(Vehicle vehicle) // 0x5721B434AD84D57A 0x655F072C
Gets the number of passengers of the car (not including driver) int GET_VEHICLE_NUMBER_OF_PASSENGERS(Vehicle vehicle) // 0x24CB2137731FFE89 0x1EF20849
Apparently stops siren from being active when lights are on void DISABLE_VEHICLE_IMPACT_EXPLOSION_ACTIVATION(Vehicle vehicle, BOOL toggle) // 0xD8050E0EB60CF274 0xC54156A9
void SET_VEHICLE_DOORS_LOCKED_FOR_PLAYER(Vehicle vehicle, Player player, BOOL toggle) // 0x517AAF684BB50CD1 0x49829236
Explodes vehicle void EXPLODE_VEHICLE(Vehicle vehicle, BOOL isAudible, BOOL isInvisible) // 0xBA71116ADF5B514C 0xBEDEACEB
BOOL IS_VEHICLE_IN_GARAGE_AREA(char *garageName, Vehicle vehicle) // 0xCEE4490CD57BB3C2 0xA90EC257
Primary and secondary colours of car void SET_VEHICLE_COLOURS(Vehicle vehicle, int colorPrimary, int colorSecondary) // 0x4F1D4BE3A7F24601 0x57F24253
void SET_CAN_RESPRAY_VEHICLE(Vehicle vehicle, BOOL state) // 0x52BBA29D5EC69356 0x37677590
Activate siren on vehicle (Only works if the vehicle has a siren). void SET_VEHICLE_SIREN(Vehicle vehicle, BOOL toggle) // 0xF4924635A19EB37D 0x4AC1EFC7
If true, car will not take body damage, but can still be exploded and take bullet damage void SET_VEHICLE_STRONG(Vehicle vehicle, BOOL toggle) // 0x3E8C8727991A8A0B 0xC758D19F
wheelID used for 4 wheelers seem to be (0, 1, 4, 5) completely - is to check if tire completely gone from rim. '0 = wheel_lf / bike, plane or jet front '1 = wheel_rf '2 = wheel_lm / in 6 wheels trailer, plane or jet is first one on left '3 = wheel_rm / in 6 wheels trailer, plane or jet is first one on right '4 = wheel_lr / bike rear / in 6 wheels trailer, plane or jet is last one on left '5 = wheel_rr / in 6 wheels trailer, plane or jet is last one on right '45 = 6 wheels trailer mid wheel left '47 = 6 wheels trailer mid wheel right BOOL IS_VEHICLE_TYRE_BURST(Vehicle vehicle, int wheelID, BOOL completely) // 0xBA291848A0815CA9 0x48C80210
Speed is in meters per second void SET_VEHICLE_FORWARD_SPEED(Vehicle vehicle, float speed) // 0xAB54A438726D25D5 0x69880D14 SCALE: Setting the speed to 30 would result in a speed of roughly 60mph, according to speedometer.
This native makes the vehicle stop immediately, as happens when we enter a MP garage. void _SET_VEHICLE_HALT(Vehicle vehicle, float distance, int killEngine, BOOL unknown) // 0x260BE8F09E326A20 0xCBC7D3C8
windowIndex: 0 = Front Right Window 1 = Front Left Window 2 = Back Right Window 3 = Back Left Window void ROLL_DOWN_WINDOW(Vehicle vehicle, int windowIndex) // 0x7AD9E6CE657D69E3 0xF840134C
void _EJECT_JB700_ROOF(Vehicle vehicle, float x, float y, float z) // 0xE38CB9D7D39FDBCC 0xFDA7B6CA
Alternative scripting style
Some files have a differently coded C++ which means functions and parameters work differently. However, they have to work from the same index so the numbers are the same, but I've had to manually work out what does what, and it's taken days. But here goes. Here's a nice sample of one I found. These are found in Vehicle Cargo source missions.
This is the heavily modified X80 Proto with plate "M4K3B4NK".
case 2: uParam1->f_66 = joaat("prototipo"); StringCopy(&(uParam1->f_1), "M4K3B4NK", 16); uParam1->f_5 = 111; uParam1->f_6 = 147; uParam1->f_8 = 156; uParam1->f_96 = 1; uParam1->f_98 = 132; uParam1->f_97 = 0; uParam1->f_69 = 7; uParam1->f_62 = 255; uParam1->f_63 = 255; uParam1->f_64 = 255; uParam1->f_74 = 222; uParam1->f_75 = 222; uParam1->f_76 = 255; gameplay::set_bit(&(uParam1->f_77), 28); gameplay::set_bit(&(uParam1->f_77), 29); gameplay::set_bit(&(uParam1->f_77), 30); gameplay::set_bit(&(uParam1->f_77), 31); uParam1->f_9[0] = 2; uParam1->f_9[1] = 3; uParam1->f_9[3] = 3; uParam1->f_9[4] = 1; uParam1->f_9[23] = 35; break;
In summary, here's what each part means.
f_1 = plate text *param1 = plate type f_5 = primary color f_6 = secondary color f_7 = pearl f_8 = wheel color f_9 = vehicle mods (see vehicle mod index) f_59 = custom tyres (toggle, 1 = yes) f_62 = Tyre smoke RGB channel R (unlisted = 0) f_63 = Tyre smoke RGB channel G (unlisted = 0) f_64 = Tyre smoke RGB channel B (unlisted = 0) f_65 = Window tint f_66 = vehicle model spawn f_67 = Livery (embedded, vehicle_livery) f_69 = wheel type (see wheel type index) f_74 = Underglow RGB channel R (unlisted = 0) f_75 = Underglow RGB channel G (unlisted = 0) f_76 = Underglow RGB channel B (unlisted = 0) f_77 = vehicle extras (index = order of extras, extra 1 = 0, extra 2 = 1, etc) & underglow styles (28, 29, 30, 31) f_96 = radio station name f_97 = radio station index f_98 = interior/trim color f_99 = dashboard (dial) color
Plates
unlisted = 0 0 = Blue_on_White_2 (CF-style "San Andreas") 1 = Yellow_on_Black 2 = Yellow_on_Blue 3 = Blue_on_White_1 (block text "SAN ANDRES") 4 = Blue_on_White_3 (SA EXEMPT) North_Yankton = 5,
Colors
colors; PRIMARY COLOR = uParam1->f_5 = a number; SECONDARY COLOR = uParam1->f_6 = a number; PEARL COLOR = uParam1->f_7 = a number; WHEEL COLOUR = uParam1->f_8 = a number; null; = default black (0)
In the Vehicle Cargo scripting, it appears that SOME vehicles don't have a primary color listed in the script but are always black. I found some code that basically tells the game to return to 0 (metallic black) if the color value isn't listed or isn't valid. So that's that.
Vehicle Mods
Like before, a certain number, this time, the one in the square brackets, refers to the mod type, and a value refers to the mod in that type. The numbers are:
order of modes (1 = 1st mod, 2 = 2nd mod); Mod Type; Spoilers - 0 Front Bumper - 1 Rear Bumper - 2 Side Skirt - 3 Exhaust - 4 Frame - 5 Grille - 6 Hood - 7 Fender - 8 Right Fender - 9 Roof - 10 Engine - 11 Brakes - 12 Transmission - 13 Horns - 14 (modIndex from 0 to 51) Suspension - 15 Armor - 16 Front Wheels - 23 Back Wheels - 24 //only for motorcycles Plate holders - 25 Trim Design - 27 Ornaments - 28 Dial Design - 30 Steering Wheel - 33 Shifter Leavers - 34 Plaques - 35 Hydraulics - 38 Livery - 48
and toggles
Toggles: UNK17 - 17 (unknown) Turbo - 18 UNK19 - 19 (unknown) Tire Smoke - 20 UNK21 - 21 (unknown) Xenon Headlights - 22 1= true
Wheels
Wheels was the 23rd mod category in the original scripting. It's the same here. But wheels, and all other modifications, don't start at 0. 1 = first mod, 2 = second mod. so wheel 10 is the 10th wheel, not the 11th.
Like before, wheels are in order of all colored, and then all chrome versions. Just minus the wheel number by the number of wheels in the category, and you'll get the chrome version of the wheel. It's a lot easier since it's all in order rather than including 0.
Wheels, and all mods, look a bit like this. Here, the 26th wheel of a category is used.
uParam1->f_9[23] = 26;
Wheel Type
Since cars have a default wheel type, when a wheel is determined by a number, it'll pick the wheel with that number within the default wheel type. Sometimes, cars have a custom wheel type, so the number of the wheel refers to a wheel from that wheel type, rather than the default one (zero: sports)
The script itself:
SET_VEHICLE_WHEEL_TYPE(Vehicle vehicle, int WheelType)
The alternative script, f_69 controls wheel type
uParam1->f_69 = wheel type number;
Here's the numbers for different wheel types.
0: Sport 1: Muscle 2: Lowrider 3: SUV 4: Offroad 5: Tuner 6: Bike Wheels 7: High End 8: Benny's Custom Wheels (both categories)
Components
Just like before, extra 1 = 0, extra 2 = 1, extra 3 = 2....
The alternative scripting for Vehicle Cargo appears to be defined by something like this
gameplay::set_bit(&(uParam1->f_77), 1);
so, in other words, f_77 controls the components. Here, f_77 is listed as 1, which is extra_2.
Vehicle Underglow
Vehicle underglow appears to be counted as a component. However, underglow appears to be components 28, 29, 30 and 31 on ever car.
f_77 gameplay::set_bit(&(uParam1->f_77), 28); gameplay::set_bit(&(uParam1->f_77), 29); gameplay::set_bit(&(uParam1->f_77), 30); gameplay::set_bit(&(uParam1->f_77), 31); 28 = Front 29 = Back 30 = Left 31 = Right 30, 31 = Sides 28, 29 = Front and Back 28, 30, 31 = Front and Sides 29, 30, 31 = Back and Sides 28, 29, 30, 31 = All RGB toning; f_74 = R (red) f_75 = G (green f_76 = B (blue) #DEDEFF White 222,222,255 #0215FF Blue 2,21,255 #0353FF Electric Blue 3,83,255 #00FF8C Mint Green 0,255,140 #5EFF01 Lime Green 94,255,1 #FFFF00 Yellow 255,255,0 #FF9605 Golden Shower 255,150,5 #FF3E00 Orange 255,62,0 #FF0101 Red 255,1,1 #FF3264 Pony Pink 255,50,100 #FF05BE Hot Pink 255,5,190 #2301FF Purple 35,1,255 #0F03FF Blacklight 15,3,255 #2975FF XENON 41,117,255
The color of the underglow is controlled by RGB channels. f_74, f_75 and f_76 are R, G, and B respectively. They only appear when the underglow components are enabled (f_77 - 28, 29, 30, and 31) and if one is missed out, it defaults at 0.
NPC Modified Vehicles - Unique sections
It seems most standard NPC-modified vehicles are able to spawn in the same places.
Current location list (standard vehicles):
- If member of "LOS SANTOS CUSTOMS MODDED SP"
- Parked outside Los Santos Customs in Burton.
- If member of "BUSINESS DLC SPORTS MODDED"
- Seen driving beside the off-ramp next to the Arcadius Business Center, heading west.
- Pulling out of the Arcadius Business Center underground parking lot west entrance.
- Pulling out of the Mission Row Police Station police parking lot.
- Pulling out of the Pillbox Hill Garage parking area.
- Parked inside the parking lot between Vespucci Boulevard and San Andreas Avenue, facing towards the passing La Puerta Freeway.
- Parked inside the La Mesa Police Station public parking lot.
- Parked inside the parking garage under The Gentry Manor Hotel in West Vinewood.
Unique vehicles:
- Roosevelt
- Richards Majestic parking lot
- Rat-Loader
- Beeker's Garage parking lot
Page section:
This isn't currently part of the MoS since only a small portion of articles will actually be affected by this. If it becomes an occurrence, perhaps by DLC, or perhaps in the next game, consider an MoS update.
Will have to work on spreading this out and moving this stuff to the NPC-Modified Variants (this) section, as it's currently located in Special Variants - these aren't exactly special variants, as they're easily obtainable.
==NPC-Modified Variants== {{Next-Gen}}{{Clr}} ===Title Modded=== Description {{ModelSet |modelset_name = CODE<br>TITLE<br>WITH<br>SPACING<br>NUM |modelset_colorset = {{CarColV|1|2|3|4}} |modelset_window = {{Yes}} or {{No}} |modelset_livery = {{Yes}} or {{No}} |modelset_modkit = {{BP}}Each modification goes here }} <gallery position="center" widths=270px> Vehicle-GTAV-front-TitleModded1.png|The Title Modded 1 '''Vehicle''' in ''[[Grand Theft Auto V]]''. (<small>[[:File:Vehicle-GTAV-rear-TitleModded1.png|Rear quarter view]]</small>) location image if necessary </gallery>
At the moment, Zentorno and Jester are good examples of this. Assume every other article is, at the moment, outdated.
Gallery
![]() | This article or section is Under Construction. | ![]() |
Vehicle | Image(s) | Parked | Mobile | Spawn locations |
---|---|---|---|---|
Zentorno | Map | |||
Turismo R | Map | |||
Jester | Map | |||
Alpha | Map | |||
Blade | Map | |||
Glendale | Map | |||
Rhapsody | Map | |||
Warrener | Map | |||
Surano | Map | |||
Rapid GT | Map | |||
Coquette Classic | Map | |||
Buccaneer | Map | |||
Peyote | Map |
Vehicle | Image(s) | Parked | Spawn location |
---|---|---|---|
Super Diamond |
Maps
- Fixed Spawn Locations
- Scenario - Moving Car
Total list of all vehicles that can spawn pre-modified in the enhanced version (number of variations)
- Dubsta2 (2)
- Infernus (2)
- Feltzer2 (1)
- Massacro (2)
- Dominator (1)
- Ruiner (2)
- Sabre GT (2)
- Gauntlet (1)
- Ratloader (2)
- Sandking XL (2)
- Super Diamond (3)
- Surfer (4)
- Sentinel (2)
- Rapid GT (2)
- Voltic (1)
- Comet (2)
- Surano (2)
- Bifta (4)
- Kalahari (4)
- Thrust (2)
- Alpha (2)
- Huntley S (2)
- Jester (2)
- Turismo R (2)
- Zentorno (2)
- Blade (2)
- Glendale (2)
- Panto (2)
- Pigalle (2)
- Rhapsody (2)
- Warrener (2)
- Coquette Classic (2)
- Roosevelt (2)
- Buccaneer (1)
- Manana (1)
- Peyote (1)
- Tornado (1)
- Tornado2 (1)
- Versions which can also spawn outside LSC (single player only)
- Coquette Classic (same 2)
- Feltzer (same 1)
- Dubsta2 (same 2)
- Infernus (same 2)
- Dominator (same 1)
- Ruiner (same 2)
- Sabre GT (same 2)
- Gauntlet (same 1)
- Sentinel (same 2)
- Rapid GT (same 2)
- Voltic (same 1)
- Comet (same 2)
- Surano (same 2)
- Thrust (same 2)
- Alpha (same 2)
- Huntley S (same 2)
- Jester (same 2)
- Massacro (same 2)
- Turismo R (same 2)
- Zentorno (same 2)
- Blade (same 2)
- Glendale (same 2)
- Panto (same 2)
- Pigalle (same 2)
- Rhapsody (same 2)
- Warrener (same 2)
- Versions which can also spawn outside LSC (multiplayer)
- Dubsta2 (same 2)
- Infernus (same 2)
- Dominator (same 1)
- Ruiner (same 2)
- Sabre GT (same 2)
- Gauntlet (same 1)
- Sentinel (same 2)
- Rapid GT (same 2)
- Voltic (same 1)
- Comet (same 2)
- Surano (same 2)
Fixed Spawn Locations - GTA V
Ymap Car Generator Flags
No. | Flag combinations | Vehicles that spawn? | Description/notes |
---|---|---|---|
3680 | 32 64 512 1024 2048 | n/a | Appears to accept any model. Size of car gen box reflects what model is capable of spawning. A large box allows both trucks and cars to spawn, while a small box is limited to normal cars unless a model or popgroup is specified. |
268437280 | 32 64 512 1024 2048 536870912 2147483647 | Rumpo Lots of normal cars | A collection of standard street vehicles as well as vans. Seems to be particularly common around the industrial areas. |
805310048 | 32 64 512 1024 2048 268435456 536870912 | Phantom Packer Hauler Benson Mixer Tipper Scrap Truck Pounder Rubble Biff | A collection of large trucks. Common around the industrial areas. |
- 609 - ? towtruck
- 1568 - ?
- 1632 - ? common for trailers
- 3169 - ? polmav
- 3616 - ? second most common
- 3627 - ? fire truck
- 3648 - ? relatively common around woodlands
- 3680 - standard cargen flag
- Appears to accept any model. Size of cargen reflects what model is more common; large box = trucks, but still allows regular cars.
- 3681 - also standard cargen flag
- 3683 - ? boats / seashark
- 3684 - ? sheriff/police cruiser?
- 3689 - ? fire truck
- 3697 - Ambulance
- 3872 - ?
- 3936 - ?
- 268437280 - appears to be a collection of various "standard" cars as well as vans
- 805310049 - ? trucks
- 805310048 - trucks
- 1073745505 - ? trucks/trailers
- 1342178912 - ? trucks/trailers
- 1879051872 - ?
Los Santos International Airport
Runways and outside hangars
- Scenario (moving vehicles)
- Airport Bus/Rental Shuttle Bus driving south on the eastern road at any time of day. Stops outside southern-east hangar.
WORLD_VEHICLE_DRIVE_SOLO: AIRPORT_BUS: 00:00 - 24:00
(X:-818.8143 Y:-3318.959 Z:12.94436 to X:-1100.902 Y:-3405.436 Z:12.94538) - Luxor taxiing from south runway towards Michael's hangar
WORLD_VEHICLE_DRIVE_SOLO: AIRPORT_PLANES_SMALL: 00:00 - 24:00
(X:-1419.439 Y:-3133.496 Z:12.94482 to X:-1542.946 Y:-3115.264 Z:12.94482) - Ripley/Airtug driving along southern road into car park to the right of the Pegasus hangar.
WORLD_VEHICLE_DRIVE_SOLO: AIRPORT: 18:00 - 06:00
(X:-1464.477 Y:-3204.623 Z:12.94478 to X:-1455.395 Y:-3249.177 Z:12.94478) - Ripley/Airtug driving out of car park to the right of the Pegasus hangar and driving along southern road before entering car park to the right of Franklin's hangar.
WORLD_VEHICLE_DRIVE_SOLO: AIRPORT: 06:00 - 18:00
(X:-1431.816 Y:-3247.33 Z:12.94517 to X:-1431.816 Y:-3247.33 Z:12.94517) - Jet landing on southern runway before parking outside hangar 1
DRIVE: AIRPORT_PLANES: 00:00 - 24:00
(X:-2035.786 Y:-2740.756 Z:64.07579 to X:-1139.249 Y:-3394.169 Z:12.94536) - Jet taking off on the northern of the two runways.
WORLD_VEHICLE_DRIVE_SOLO: AIRPORT_PLANES: 00:00 - 24:00
(X:-1469.225 Y:-2872.232 Z:12.94444 to X:-280.5062 Y:-3543.499 Z:218.0309) - Ripley/Airtug driving from maintenance area west of the two southern runways, following the road before parking behind the Pegasus hangar.
WORLD_VEHICLE_DRIVE_SOLO: AIRPORT: 06:00 - 18:00
(X:-1825.119 Y:-2815.06 Z:12.94461 to X:-1450.741 Y:-3287.162 Z:12.94441) - Ripley/Airtug driving on southern runway road towards a service area in southern-west corner of the complex.
WORLD_VEHICLE_DRIVE_SOLO: AIRPORT: 06:00 - 18:00
(X:-1854.237 Y:-3084.896 Z:12.94465 to X:-1921.618 Y:-2990.333 Z:12.94446) - Ripley/Airtug driving between two western terminal aprons along taxiway towards the northern apron terminal, before stopping at gate 10.
WORLD_VEHICLE_DRIVE_SOLO: AIRPORT: 00:00 - 00:00
(X:-1373.279 Y:-2485.111 Z:12.94444 to X:-1183.448 Y:-2509.03 Z:12.94588)
- Car generator (parked/fixed vehicles)
- Trashmaster southern runway (X:-1076.546 Y:-3486.533 Z:13.36314)
- Trashmaster southern runway (X:-1020.787 Y:-3494.989 Z:13.40809)
- Dozer southern runway (X:-1061.691 Y:-3522.557 Z:13.36314)
- Blazer southern runway (X:-1023.328 Y:-3487.043 Z:13.40809)
- Shamal southern runway parking bay (X:-1066.256 Y:-3396.971 Z:12.98598)
- Luxor southern runway parking bay (X:-1091.248 Y:-3384.801 Z:12.98598)
- Velum outside Pegasus hangar (X:-1390.745 Y:-3258.528 Z:12.85458)
- Ripley/Airtug parked outside a warehouse to the right of Pegasus hangar behind fencing (X:-1444.854 Y:-3259.93 Z:12.85458)
- 6 Ripley/Airtugs parked behind Pegasus hangar
- 2 random cars parked behind Pegasus hangar
- 2 random cars behind warehouse to right of Pegasus hangar
- Ripley parked next to a static tanker near southern boarding gate. (X:-1512.365 Y:-3265.677 Z:12.85458)
- 2 Airport Bus/Rental Shuttle Bus's parked on the western side of the southern most terminal on a load road, to the left of Michael's hangar.
- Stretch parked just outside Michael's hangar (X:-1626.973 Y:-3127.472 Z:12.85458)
- Stretch parked just outside Michael's hangar (X:-1632.499 Y:-3120.116 Z:12.85458)
- Youga parked just outside Michael's hangar at right-hand corner (X:-1660.313 Y:-3107.795 Z:12.85458)
- Mammatus parked on right of Michael's hangar outside (X:-1705.678 Y:-3137.027 Z:12.85458)
- Cuban 800 parked on right of Michael's hangar outside (X:-1714.13 Y:-3152.354 Z:12.85458)
- Rancher XL parked outside a service area on south-west corner of airport (X:-1911.951 Y:-3058.987 Z:12.89796)
- Akuma parked outside a service area on south-west corner of airport (X:-1879.659 Y:-3008.448 Z:12.89796)
- Bison parked within a service area on south-west corner of airport (X:-1925.096 Y:-2978.28 Z:12.89796)
- Ripley parked in a maintenance area adjacent to the west of the two southern runways (X:-1807.161 Y:-2820.851 Z:12.82149)
- 5 Airtugs parked in a maintenance area adjacent to the west of the two southern runways
- Box Utility Truck (utillitruck2) parked in a maintenance area adjacent to the west of the two southern runways (X:-1772.13 Y:-2796.138 Z:12.82149)
- Contender-based Utility Truck (utillitruck3) parked in a maintenance area adjacent to the west of the two southern runways. (X:-1768.154 Y:-2763.239 Z:12.82149)
- Cherry-picker Utility Truck (utillitruck) parked in a maintenance area adjacent to the west of the two southern runways. (X:-1780.095 Y:-2754.083 Z:12.82149)
- 2Ripley/Airtugs outside the GoPostal airport depot.
- 2Ripley/Airtugs outside the radar tower.
- 2 *2Ripley/Airtugs among cargo crates near the airport Fire Station.
- Ripley parked outside Devin Weston's hangar. (X:-1032.79 Y:-2971.935 Z:13.88759)
- Tanker trailer parked among 4 static tankers near the fuel depot outside Devin Weston's hangar. (X:-979.9801 Y:-2864.377 Z:13.88759)
- 2 random cars parked outside Devin Weston's hangar.
- Random car parked on the north side of Devin Weston's hangar.
- 7 random cars parked at the back of the Adios Airlines hangar.
- Random car parked outside the Adios Airlines hangar. (X:-926.9855 Y:-2802.932 Z:13.88759)
- 2 Forklifts parked among crates at the back of the Bilego shipping hangar.
- 2 random cars parked among crates at the pack of the Bilego shipping hangar.
- Random car parked outside the Bilego shipping hangar (X:-895.8417 Y:-2734.885 Z:14.77612)
- Large Trailer (trailers) parked among static box and flatbed trailers in the Jetsam warehouse car park on the eastern side of the complex. (X:-832.4576 Y:-2660.251 Z:13.88759)
- 4 random cars parked in the Jetsam warehouse car park on the eastern side of the complex.
- 3 random cars parked behind the Jetsam warehouse on the eastern side of the complex.
- Random car parked outside a large unnamed warehouse just south of the Miriam Turner Overpass (X:-677.4899 Y:-2388.955 Z:14.95757)
- Almost 50 random cars parked in the car park to the north of a large unnamed warehouse, south of the Miriam Turner Overpass.
- Almost 30 random cars along a few Rental Shuttle Bus's parked in Airport Parking 2/Touchdown Car Rentals car park.
- Almost 50 random cars along a few Rental Shuttle Bus's parked in Airport Parking 2/Escalera Rent-A-Car car park.
- Several random cars and two Rental Shuttle Bus's parked in Airport Parking 3A.
- Several random cars and two Rental Shuttle Bus's parked in Airport Parking 3B.
- Several random cars and a Rental Shuttle Bus parked in Airport Parking 3C.
- Several random cars and two Rental Shuttle Bus's parked in Airport Parking 3D.
- More than 50 random cars parked in Multi-Level Parking 1 and 2.
- Random car and two Rental Shuttle Bus's parked in Airport Parking 4A.
- 2 random cars and two Rental Shuttle Bus's parked in Airport Parking 4B.
- 3 random cars and a Rental Shuttle Bus parked in Airport Parking 4C.
- Police Cruiser parked outside the NOOSE LSIA branch. (X:-902.5222 Y:-2393.707 Z:14.17122)
- Several random cars and a Rental Shuttle Bus parked behind the NOOSE LSIA branch.
Gates and terminals/exterior off-tarmac
- Scenario (moving vehicles)
- Frogger flying in a circle around the control tower.
WORLD_VEHICLE_DRIVE_SOLO: PRIVATE_HELI: 00:00 - 00:00
- Car generator (parked/fixed vehicles)
- Ripley/Airtug parked underneath gate number 3. (X:-1371.532 Y:-2638.102 Z:13.78141)
- 2 Ripley/Airtugs parked underneath gate number 1.
- 2 Ripley/Airtugs parked underneath gate number 6.
- Ripley/Airtugs parked underneath gate number 8 (X:-1248.46 Y:-2646.477 Z:13.78141)
- Ripley/Airtugs parked underneath gate number 9 (X:-1123.961 Y:-2538.489 Z:13.56849)
- Ripley/Airtugs parked underneath gate number 11 (X:-1245.864 Y:-2480.175 Z:13.56849)
- 2Ripley/Airtugs parked near gate numbers 8 and 9, behind the Flight School building.
- Ripley/Airtug parked outside the Pegasus terminal (X:-1190.681 Y:-2416.611 Z:13.56849)
- Random car parked near some stairs to the left of the parked Caipira Airways Twin-jet near gate number 1. (X:-1230.987 Y:-2756.369 Z:13.78141)
- Airtug parked underneath a shelter to the west of the helicopter landing zones. (X:-1232.554 Y:-2819.672 Z:13.78141)
- 2 Ripley/Airtugs parked underneath a shelter to the west of the helicopter landing zones.
- Ripley parked south-west of the main airport terminal just opposite thehelicopter landing pad 1. (X:-1168.473 Y:-2804.191 Z:13.78141)
- Cherry-picker Utility Truck (utillitruck) parked south-west of the main airport terminal just opposite helicopter landing pad 1. (X:-1165.74 Y:-2789.592 Z:13.78141)
- Contender-based Utility Truck (utillitruck3) parked south-west of the main airport terminal just opposite helicopter landing pad 1. (X:-1163.497 Y:-2785.707 Z:13.78141)
- Airtug parked between helicopter landing pads 1 and 2. (X:-1158.937 Y:-2844.364 Z:15.96477)
- Shamal parked at a small metal gate north of the two southern runways near the main terminal. (X:-1272.513 Y:-2869.43 Z:17.37841)
- Ripley parked next to a small metal gate north of the two southern runways near the main terminal. (X:-1248.323 Y:-2877.582 Z:15.96477)
- Airtug parked next to an Adios Airlines Twin-jet at a small metal gate north of the two southern runways near the main terminal. (X:-1184.446 Y:-2920.166 Z:15.96477)
- Airtug parked on its own next to empty metal gate north of the two southern runways near the main terminal. (X:-1098.98 Y:-2956.86 Z:13.52618)
- Airtug parked among wooden pallets on the southern-east corner of the main terminal. (X:-1043.16 Y:-2881.494 Z:13.88759)
- 4 random cars parked among wooden pallets on the southern-east corner of the main terminal.
- 4 random cars parked on the east face of the main terminal.
Inside hangars
- Car generator (parked/fixed vehicles)
- Ripley parked at the very back of the inside of Devin Weston's hangar (X:-917.8112 Y:-3011.107 Z:17.21791)
- Forklift parked at the far right corner of the inside of Devin Weston's hangar (X:-952.2009 Y:-3047.668 Z:14.2929)
- Forklift parked inside the corridor inside Devin Weston's hangar (X:-921.2518 Y:-2947.589 Z:13.08254)
Vehicles
Working on listing all spawn points for each modelset scenario. This will likely be implemented as a template to make life easier updating each vehicle page, since these scenarios are designated to a fixed set of vehicles, it only means me having to find where all these scenarios are played.
Cars Construction
(Bison, Bison3, Sadler, Burrito, Mixer, Mixer2, Biff)
- May be seen driving in or out of the Alta Construction Site onto Power Street, Alta between 05:00 am and 11:00 pm (marker)[1].
- May also be parked in one of two spaces within the construction area on Power Street (marker)[2].
- May also be seen parked next to the construction cabin between 07:00 am and 18:00 pm.[3]
- May also be seen driving out onto Occupation Avenue between 11:00 am and 15:00 pm.[4]
- May be seen driving into Hardwood & Lumber Supply and parking at LT Weld Supply Co. between 05:00 am and 12:00 pm (marker)[5].
- May be seen driving into Mirror Park Railyard from Little Bighorn Avenue, Textile City, between 07:00 am and 11:00 am (marker)[6].
Construction Vans
Trucks Building Site
(Mixer, Mixer2, Biff, Rubble, Tipper, Tipper2)
- May be seen driving out of Hardwood & Lumber Supply onto El Rancho Boulevard between 05:00 am and 12:00 pm (marker)[7]
Trucks Delivery
(Benson, Boxville2, Burrito3, Speedo)
- May be seen driving in (between 05:00 am and 11:00 am) or out (between 11:00 am and 15:00 pm) of the Hardwood & Lumber Supply delivery bay on El Rancho Boulevard, East Los Santos (marker)[8].
- May be seen driving out of an alleyway onto South Boulevard Del Perro, Rockford Hills, between 04:00 am and 07:00 am (marker)[9].
- May be seen driving out of an alleyway behind Sessanta Nove onto Eastbourne Way, Rockford Hills, between 05:00 am and 11:00 am (marker)[10].
- May be seen driving out of an alleyway behind Leopolds onto Palomino Avenue, Rockford Hills, between 05:00 am and 11:00 am (marker)[11].
- May be seen driving out of Mirror Park Railyard onto Swiss Street, Textile City, between 05:00 am and 11:00 am (marker)[12].
- May be seen driving out of an alleyway behind Tire Nutz onto Power Street, South Los Santos, between 05:00 am and 11:00 am (marker)[13].
Delivery Van
(Boxville2)
- May be seen driving out of an alleyway behind Lombank onto South Boulevard Del Perro, Rockford Hills, between 04:00 am and 11:00 am (marker)[14].
- May be seen pulling away from Santos Imports Inc. on Little Bighorn Avenue, Textile City, between 05:00 am and 11:00 am (marker)[15].
- May be seen driving out of the Banner Hotel & Spa parking lot onto Alta Street, Pillbox Hill, between 04:00 am and 11:00 am (marker)[16].
- May be seen driving out of Sanders Motorcycles parking lot onto Strawberry Avenue, Mission Row, between 05:00 am and 11:00 am (marker)[17].
- May be seen driving out of the Wholesale Hosiery parking lot onto Adam's Apple Boulevard, Mission Row, between 05:00 am and 11:00 am (marker)[18].
- May be seen driving out of the Tractor Parts parking lot onto Popular Street, East Los Santos, between 05:00 am and 11:00 am (/-1523.371/ marker)[19].
Security Van
(Stockade)
- May be seen driving out of an alleyway next to Fleeca Bank on Vespucci Boulevard, Pillbox Hill, between 05:00 am and 09:00 am (marker)[20].
Ambulance
- May be seen responding, driving out of St. Fiacre Hospital onto Capital Boulevard between 04:00 am and 07:00 am (marker)[21].
- May be seen driving out of a parking space on the eastern side of the Central Los Santos Medical Center driving onto Davis Avenue between 10:00 am and 18:00 pm (marker)[22].
- May also be seen responding, driving out of the hospital onto Davis Avenue between 23:00 pm and 05:00 am [23].
- May be seen driving into the Mount Zonah Medical Center off Dorset Drive between 15:00 pm and 04:00 am (marker)[24].
- May also be seen responding, driving out of the hospital onto Carcer Way between 22:00 pm and 05:00 am (marker)[25].
Fire Truck
- May be seen responding, driving out of El Burro Heights Fire Station onto Capital Boulevard between 16:00 pm and 04:00 am (marker)[26].
- Parked inside the El Burro Heights Fire Station on Capital Boulevard.(marker)[27].
Mapping
test
hover over the neighboring roads of Easton.
āāāāReferences
- ā Ymap:
WORLD_VEHICLE_CONSTRUCTION_SOLO: CARS_CONSTRUCTION: 05:00 - 11:00 X:135.039 Y:-417.4039 Z:40.11452
- ā Ymap:
WORLD_VEHICLE_EMPTY: CARS_CONSTRUCTION: 00:00 - 24:00 X:121.2626 Y:-443.1058 Z:40.10854
- ā Ymap:
WORLD_VEHICLE_EMPTY: CARS_CONSTRUCTION: 07:00 - 18:00 X:146.3549 Y:-371.1594 Z:42.25698
- ā Ymap:
DRIVE: CARS_CONSTRUCTION: 05:00 - 12:00 X:1225.216 Y:-1359.663 Z:34.16637
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: CARS_CONSTRUCTION: 07:00 - 11:00 X:509.9681 Y:-703.4152 Z:24.02791
- ā Ymap:
WORLD_VEHICLE_DRIVE_PASSENGERS: TRUCKS_BUILDING_SITE: 05:00 - 12:00 X:1219.661 Y:-1288.3 Z:34.2307
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: TRUCKS_DELIVERY: 05:00 - 11:00 WORLD_VEHICLE_DRIVE_SOLO: TRUCKS_DELIVERY: 11:00 - 15:00 X:1235.488 Y:-1228.007 Z:34.40153
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: TRUCKS_DELIVERY: 04:00 - 07:00 X:-805.1666 Y:-153.179 Z:36.74583
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: TRUCKS_DELIVERY: 05:00 - 11:00 X:-739.9673 Y:-267.9464 Z:35.94899
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: TRUCKS_DELIVERY: 05:00 - 11:00 X:-663.2877 Y:-436.9598 Z:33.99546
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: TRUCKS_DELIVERY: 05:00 - 11:00 X:502.3293 Y:-675.2269 Z:24.18687
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: TRUCKS_DELIVERY: 05:00 - 11:00 X:-64.40771 Y:-1317.851 Z:27.96334
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: DELIVERY_VAN: 04:00 - 11:00 X:-886.0558 Y:-195.578 Z:37.3222
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: DELIVERY_VAN: 05:00 - 11:00 X:497.7882 Y:-764.1088 Z:23.73619
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: DELIVERY_VAN: 04:00 - 11:00 X:-299.8658 Y:-1110.6 Z:22.02543
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: DELIVERY_VAN: 05:00 - 11:00 X:248.5742 Y:-1156.065 Z:28.19494
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: DELIVERY_VAN: 05:00 - 11:00 X:349.948 Y:-1111.516 Z:28.40641
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: DELIVERY_VAN: 05:00 - 11:00 X:906.6082 Y:-1523.371 Z:29.44975
- ā Ymap:
WORLD_VEHICLE_DRIVE_PASSENGERS: SECURITY_VAN: 05:00 - 09:00 X:157.8338 Y:-1038.88 Z:28.24163
- ā Ymap:
WORLD_VEHICLE_DRIVE_SOLO: ambulance: 04:00 - 07:00 X:1149.589 Y:-1467.32 Z:33.69276
- ā Ymap:
WORLD_VEHICLE_AMBULANCE: ambulance: 10:00 - 18:00 X:327.963 Y:-1471.285 Z:28.77106
- ā Ymap:
WORLD_VEHICLE_AMBULANCE: ambulance: 23:00 - 05:00 X:326.9448 Y:-1456.235 Z:28.80428
- ā Ymap:
WORLD_VEHICLE_AMBULANCE: : 15:00 - 04:00 X:-455.5808 Y:-367.5662 Z:32.74392
- ā Ymap:
WORLD_VEHICLE_AMBULANCE: ambulance: 22:00 - 05:00 X:-477.8547 Y:-294.9184 Z:34.29564
- ā Ymap:
WORLD_VEHICLE_FIRE_TRUCK: : 16:00 - 04:00 X:1200.474 Y:-1459.741 Z:33.75395
- ā Ymap:
WORLD_VEHICLE_EMPTY: FIRETRUCK: 00:00 - 24:00 X:1204.937 Y:-1467.976 Z:33.85952