CreateVehicle

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[[{{{image}}}|link=|]] Note: Vehicles (and other elements) created client-side are only seen by the client that created them, aren't synced and players cannot enter them. They are essentially for display only.
[[{{{image}}}|link=|]] Note: Due to how GTA works, creating a lot of vehicles in the same place will cause lag. The more geometries and unique textures has model the bigger the lag is. Even a lot of default vehicles will cause lag if in the same place.

This function creates a vehicle at the specified location.

Its worth nothing that the position of the vehicle is the center point of the vehicle, not its base. As such, you need to ensure that the z value (vertical axis) is some height above the ground. You can find the exact height using the client side function getElementDistanceFromCentreOfMassToBaseOfModel, or you can estimate it yourself and just spawn the vehicle so it drops to the ground.

Syntax

vehicle createVehicle ( int model, float x, float y, float z [, float rx, float ry, float rz, string numberplate, bool bDirection, int variant1, int variant2 ] )

OOP Syntax Help! I don't understand this!

Method: Vehicle(...)


Required Arguments

  • model: The vehicle ID of the vehicle being created.
  • x: A floating point number representing the X coordinate on the map.
  • y: A floating point number representing the Y coordinate on the map.
  • z: A floating point number representing the Z coordinate on the map.

Optional Arguments

NOTE: When using optional arguments, you might need to supply all arguments before the one you wish to use. For more information on optional arguments, see optional arguments.

  • rx: A floating point number representing the rotation about the X axis in degrees.
  • ry: A floating point number representing the rotation about the Y axis in degrees.
  • rz: A floating point number representing the rotation about the Z axis in degrees.
  • numberplate: A string that will go on the number plate of the vehicle (max 8 characters).
  • bDirection (serverside only): Placeholder boolean which provides backward compatibility with some scripts. It never had any effect, but it is read by the code. It is recommended to ignore this argument, passing false or the variant1 argument in its place.

Returns

Returns the vehicle element that was created. Returns false if the arguments are incorrect, or if the vehicle limit of 65535 is exceeded.

Using trains

Trains are created using the createVehicle function. They are placed at the nearest point of the GTASA train pathing (they usually are railroad tracks) from their spawning point.

Example

Click to collapse [-]
Example 1: Server

This example creates a 'vehicle spawner' marker that gives the player a vehicle as soon they step into it.

local vehMark = createMarker(-2426.34106, -639.12714, 132.93631,"cylinder")

function vehicleSpawner(hitElement,matchingDimension)
	if getElementType(hitElement) == "player" then
		if getPedOccupiedVehicle(hitElement) == false then
		local x,y,z = getElementPosition(hitElement)
			local veh = createVehicle(551, x,y,z)
			warpPedIntoVehicle(hitElement,veh)
		end
	end 
end 
addEventHandler("onMarkerHit",vehMark,vehicleSpawner)
Click to collapse [-]
Example 2: Server

This example creates a vehicle five units to the right of a player when they type createvehicle and its name in the console:

local distance = 5 --units

-- define our handler (we'll take a variable number of parameters where the name goes, because there are vehicle names with more than one word)
function consoleCreateVehicle ( sourcePlayer, commandName, ... )
   -- if a player triggered it, not the admin,
   if ( sourcePlayer ) then
      -- calculate the position of the vehicle based on the player's position and rotation:
      local x, y, z = getElementPosition ( sourcePlayer ) -- get the player's position
      local rotZ = getElementRotation ( sourcePlayer ) -- get the player's rotation around the Z axis in degrees
      x = x + ( ( math.cos ( math.rad ( rotZ ) ) ) * distance ) -- calculate the X position of the vehicle
      y = y + ( ( math.sin ( math.rad ( rotZ ) ) ) * distance ) -- calculate the Y position of the vehicle

      -- get the complete vehicle name by joining all passed parameters using Lua function table.concat
      local vehicleName = table.concat({...}, " ")
      -- get the vehicle's model ID from the name
      local vehicleID = getVehicleModelFromName ( vehicleName )
      -- if vehicle ID is valid,
      if vehicleID then
            -- create the vehicle using the information gathered above:
            local newVehicle = createVehicle ( vehicleID, x, y, z, 0, 0, rotZ )
            -- if vehicle creation failed, give the player a message
            if not newVehicle then
               outputConsole ( "Failed to create vehicle.", sourcePlayer )
            end
      end
   end
end

-- Attach the 'consoleCreateVehicle' function to the "createvehicle" command
addCommandHandler ( "createvehicle", consoleCreateVehicle )
Click to expand [+]
Example 3: Server
Click to expand [+]
Example 4: Server
Click to collapse [-]
Example 5: Client

This script spawns a Rhino on top of the local player.

function scriptCreateTank ( commandName )
      local x, y, z = getElementPosition ( localPlayer ) -- retrive the player's position
      createVehicle ( 432, x, y, z + 10 ) -- create the tank 10 units above them
      outputChatBox ( "You got Tank'd!", 255, 0, 0)
end
--Attach the 'scriptCreateTank' function to the "tank" command
addCommandHandler ( "tank", scriptCreateTank )


This is an example of how this function is executed in an OOP environment.

Click to collapse [-]
OOP server

This script will create an Infernus at the center (0, 0, 3) of San Andreas upon execution.

addEventHandler( "onResourceStart", resourceRoot,
    function()
        infernus = Vehicle(411, Vector3(0, 0, 3)); -- Create an Infernus and spawn it at the middle of SA.
        infernus:setColor(0, 0, 0); -- Set its color to black.
        infernus.damageProof = true; -- Make it damage proof
    end
)
	
addCommandHandler( "blowinfernus",
    function(p)
        if not infernus.blown then -- Check if the Infernus is blown up or not.
            infernus:blow();
        else -- Ouch, it's blown up, let's output an error to the player.
            outputChatBox( "The Infernus has already been blown up by you.", p, 255, 0, 0, false );
        end
    end)

See Also