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setVehicleHandling

Server

Changes a vehicle's handling for every player.

Also exists on the client, with its own implementation: setVehicleHandling

bool setVehicleHandling(vehicle vehicle [, string|bool property = nil, any value = nil, bool useOriginal = false])

Parameters

NameTypeDescription
vehiclevehicleThe vehicle.
propertystring|boolThe property's name, as in getVehicleHandling. nil or false puts every property back to the model's handling (setModelHandling); true, to the original handling. An unknown name raises an error.default nil
valueanyThe new value. nil puts the property back to the model's handling. Of the property's type: a number, a boolean for ABS, a string for the names, or {x, y, z} (or a vector) for centerOfMass. A wrong type raises an error.default nil
useOriginalboolOnly when value is nil: true puts the property back to the original handling instead of the model's.default false

Returns

true if the change was made. false if the value is outside the property's limits or property is not a string, a boolean or nil.

Example

addCommandHandler("drift", function(player)
    local vehicle = getPedOccupiedVehicle(player)
    if vehicle then
        setVehicleHandling(vehicle, "driveType", "rwd")
        setVehicleHandling(vehicle, "tractionLoss", 0.6)
    end
end)

addCommandHandler("stock", function(player)
    local vehicle = getPedOccupiedVehicle(player)
    if vehicle then
        setVehicleHandling(vehicle, true)
    end
end)
NoteThe suspension properties only take effect on cars and monster trucks; other vehicles keep the original ones.

See also