CreateVehicle
Docslocal retval = CreateVehicle(modelHash, x, y, z, heading, isNetwork, netMissionEntity)Description
Creates a vehicle with the specified model at the specified position. This vehicle will initially be owned by the creating
script as a mission entity, and the model should be loaded already (e.g. using REQUEST_MODEL).
NativeDB Added Parameter 8: BOOL p7
This is the server-side RPC native equivalent of the client native [CREATE_VEHICLE](?\_0xAF35D0D2583051B0).
Parameters
| Name | Type | Description |
|---|---|---|
modelHash | Hash | The model of vehicle to spawn. |
x | float | Spawn coordinate X component. |
y | float | Spawn coordinate Y component. |
z | float | Spawn coordinate Z component. |
heading | float | Heading to face towards, in degrees. |
isNetwork | BOOL | Whether to create a network object for the vehicle. If false, the vehicle exists only locally. |
netMissionEntity | BOOL | Whether to register the vehicle as pinned to the script host in the R\* network model. |
Quick Snippet: Get Coordinatesxyzheading
xyzheadingAdd this command to your client script to retrieve precise locations in-game.
-- Add this to your client.lua. Type /pos in-game to copy coords.
RegisterCommand('pos', function()
local ped = PlayerPedId()
local coords = GetEntityCoords(ped)
local heading = GetEntityHeading(ped)
local output = string.format("vector4(%.2f, %.2f, %.2f, %.2f)", coords.x, coords.y, coords.z, heading)
print(output)
TriggerEvent('chat:addMessage', { args = { '^4[COORD]^0', output } })
end)Quick Snippet: Get Entity→ Entity
→ EntityUse this to obtain an entity handle from the player's aim or crosshair.
-- Get the entity the player is aiming at
local ped = PlayerPedId()
local hit, entity = GetEntityPlayerIsFreeAimingAt(PlayerId())
if hit and entity ~= 0 then
print("Entity: " .. entity)
print("Model: " .. GetEntityModel(entity))
print("Type: " .. GetEntityType(entity)) -- 1=Ped, 2=Vehicle, 3=Object
endQuick Snippet: Load Model HashmodelHash
modelHashModels must be loaded before use. This snippet handles requesting and releasing properly.
-- Properly load a model before spawning/using it
local modelName = "prop_barrel_01a" -- change to your model
local modelHash = GetHashKey(modelName)
RequestModel(modelHash)
while not HasModelLoaded(modelHash) do
Wait(0)
end
print("Model loaded: " .. modelName .. " (" .. modelHash .. ")")
-- Release when done:
-- SetModelAsNoLongerNeeded(modelHash)Vehicle Models

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blistaReturns
EntityReturns an entity handle.