Vehicles

Vehicles are supported by the newer custom editor and modkit.

This page covers the vehicle blueprints and settings documented so far. It will be expanded with the validated authoring procedure, required actors and data, runtime behavior, and packaging checks.

This page is a current work in progress.

Blueprints/Pawns

  • All vehicles are located in the /Vehicle folder. Each folder has static and non-static blueprints.

  • _Mockup includes Escape van/helicopter, and police vehicles.

Vehicle seeds

Use Set seed on vehicles to change their data. Values from -10000 to 10000 cover all vehicle types. Seeds change the aesthetics significantly; for example, sedans can change colour or turn into taxis.

Escape vehicles

Escape vehicles can open and close their doors via Door states per type, where you set each door and whether it is open or closed. You can also use the set door state Blueprint node. For the escape van, use the back doors to open it.

Traffic

  • SBZTrafficVolume is used to stop traffic.

  • In SBZWorld settings, the traffic manager data asset controls which blueprints spawn in the heist, and how many. See World Settings.

  • Use SBZTrafficSpline, not SBZSpline, to control the movement of cars. Each vehicle has a Set and Drive * that controls how that pawn moves.