Part Item
Each part is defined as an entry in your parts table with configurable fields for how it behaves during installation, usage, and interaction with vehicles.
π Fields:
label
string
β
The display name of the part.
searchChance
number
β
Chance this item is found in a search. Set to 0 to make it unsearchable. Think of it like names in a hatβmore entries = higher odds.
weight
number
β
Weight of the part in the inventory (e.g., 1000 = 1kg).
tools
table
β
Tools required to fit this part. Format: { itemName = quantity }.
consumables
table
β
Items that will be consumed when installing this part. Same format as tools.
anim
table
β
Animation config when applying the part.
β dict
string
β οΈ
Animation dictionary. Must specify either dict or scenario.
β clip
string
β
Animation clip name.
β flag
number
β
Optional animation flags.
β time
number
β
Time in seconds to complete the install animation.
reqParts
array
β
Names of other parts required before this one can be installed.
model
string
β
Prop model name shown in hand or placed during install (e.g. "prop_oilcan_01a").
applyRange
number
β
Max distance from the vehicle to allow this part to be installed.
applyAtBone
string
β
The bone name where this part applies (e.g., "engine").
canStart
function
β
Function run to check if the car can start based on this part. Parameters:<br/>β itemExists: boolean (is part installed?)<br/>β _type: string (part name)<br/>Should return: boolean, message.
removePart
function
β
Function triggered when removing the part. Parameters:<br/>β self: vehicle object<br/>β entity: number (vehicle entity ID)<br/>β _type: string (part name).
addPart
function
β
Function triggered when adding the part. Same parameters as removePart.
π‘ Example
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