Vehicles
*
Vehicles Config (vehicles.lua)
This configuration defines the available vehicles per class for boosting contracts. Each vehicle entry includes its model and display label.
Example Config
Config.Vehicles = {
["d"] = { { model = "panto", label = "Panto" }, ... },
["c"] = { { model = "baller", label = "Baller" }, ... },
["b"] = { { model = "comet2", label = "Comet" }, ... },
["a"] = { { model = "nero", label = "Nero" }, ... },
["s"] = { { model = "t20", label = "T20" }, ... }
}Vehicle Classes
D Class
| Model | Label |
|---|---|
| panto | Panto |
| futo | Futo |
| blista | Blista |
- Basic vehicles: Sedans, compacts, and economy cars.
C Class
| Model | Label |
|---|---|
| baller | Baller |
| jugular | Jugular |
| oracle | Oracle |
- Mid-range vehicles: SUVs, coupes, and sports sedans.
B Class
| Model | Label |
|---|---|
| comet2 | Comet |
| buffalo2 | Buffalo S |
| schafter3 | Schafter V12 |
- Performance vehicles: Sports cars and luxury vehicles.
A Class
| Model | Label |
|---|---|
| nero | Nero |
| italigtb | Itali GTB |
| xa21 | XA-21 |
- High-end vehicles: Supercars and exotic vehicles.
S Class
| Model | Label |
|---|---|
| t20 | T20 |
| osiris | Osiris |
| krieger | Krieger |
- Elite vehicles: Hypercars and prototype vehicles.
Notes
- Vehicles are assigned per class to match the risk and reward system.
- You can add or remove vehicles in each class to balance gameplay.
- Labels are used for UI display, while model hashes are used for vehicle spawning.
- This config integrates with Vehicle Classes, Missions, and Minigames for fully dynamic boosting contracts.