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  1. Documentation
  2. Shared functions
  3. createVehicle

Function

createVehicle

Creates a vehicle in the world: model, position, rotation and number plate text.

Syntax

vehicle createVehicle(int model, float x, float y, float z [, float rx = 0, float ry = 0, float rz = 0, string plate, bool direction, int variant1, int variant2])

Arguments

modelint
San Andreas vehicle model number, from 400 to 611. For example 411 is the Infernus, 536 is the Blade.
x, y, zfloat
Position in the world.
rx, ry, rzfloat, optional = 0
Rotation in degrees. Usually rz, the direction the car faces, is enough.
platestring, optional
Number plate text. Without it the game picks a random plate.
directionbool, optional
Accepted for compatibility with existing scripts.
variant1, variant2int, optional
Body variant for models that have them.

Differences from MTA:SA

  • These MTA:SA arguments are not here: bool synced = true

In MTA:SA

createVehicle(int model, float x, float y, float z, float rx, float ry, float rz, string numberplate, bool bDirection, int variant1, int variant2, bool synced = true)

Returns

The created vehicle, or false if the model or position is wrong.

Example

The /car command places an Infernus next to the player and puts them straight in it.

addCommandHandler("car", function(player, _, model)
    local x, y, z = getElementPosition(player)
    local car = createVehicle(tonumber(model) or 411, x + 3, y, z, 0, 0, 0, "GROVE 4L")
    if not car then
        outputChatBox("There is no such model.", player, 255, 80, 80)
        return
    end
    warpPedIntoVehicle(player, car)
end)

Notes

RGB colours. Set the body colour with setVehicleColor(car, r1, g1, b1, r2, g2, b2) using full RGB values, not just the game's palette numbers.

The vehicle belongs to the resource. After stop or restart of the resource, all its vehicles disappear. If cars should stay, save their state and create them again on start.

See also