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ATY Scripts/Docs/Map Editor/Vehicle customization

Vehicle customization

Vehicle customization

A vehicle you place is not stuck with its default paint. The editor carries a full customization panel — colour, plate, tint and the game's modification slots — and everything is stored with the map.

Open it from the vehicle's properties panel (M) → Customize Vehicle.

Colour

Four separate colours, each from a 52-colour palette grouped by family (metallics, matte, chrome, classic, blues, greens, reds, purple/pink, and so on):

Slot What it paints
Primary Main body colour
Secondary Second body colour, where the model has one
Pearlescent The shimmer that shifts colour with the light
Wheel Rim colour

Under the palette there is a colour index field. The palette covers the colours people actually use; the index field reaches every one of the game's 160 slots, including the ones with no swatch. Type a number and the vehicle takes it.

Not every model responds to every slot. A vehicle with no secondary paint area will ignore the secondary colour — that is the model, not the editor.

Plate

Type any plate text. It is saved with the vehicle and restored on spawn, so a fleet of company vans can all carry the same plate, or each one a different number.

Window tint

Seven options: None, Pure Black, Dark, Light, Stock, Limo, Green.

Modifications

Eighteen modification slots, each stepped through with the arrows:

Spoiler · Front bumper · Rear bumper · Side skirt · Exhaust · Frame · Grille · Hood · Fender · Right fender · Roof · Engine · Brakes · Transmission · Horn · Suspension · Armour · Wheels

Each slot shows Stock or the mod index. Slots the model does not support show no options — the list is read from the vehicle itself, so a model with no spoiler simply has nothing to step through.

Modification parts need the vehicle's mod kit to be built before they can be applied. The editor does this automatically on every spawn path. If you are used to vehicles appearing without wheels in other tools, that is the cause, and it does not happen here.

When you can customize

Both while placing and afterwards. Place the vehicle, position it, then open M → Customize Vehicle at any later point — including on a vehicle placed days ago by someone else. The panel reads the vehicle's current state, so what you see is what is on the map.

What gets saved

Everything on the panel, plus the vehicle state settings from the properties panel:

colorPrimary, colorSecondary, pearlescent, wheelColor,
plate, windowTint, wheelType, mods[], extras[], livery,
dirtLevel, doorsOpen[], windowsDown, engineOn, burnt,
locked, invincible

All of it travels with the map record. A server restart, a resource restart or a player joining fresh gets the same vehicle in the same paint.

A `.ymap` cannot describe a vehicle at all, so none of this survives a YMAP export. Use **Lua Resource** or **JSON** if you need the customization to travel with the file, or keep the map on the server where it persists anyway. See Export.

Practical notes

Dressing a dealership or garage. Place the vehicles, then set Locked and Invincible on each. Locked stops a player driving your showroom stock away; invincible stops someone blowing it up for entertainment.

Crash and crime scenes. Burnt out renders the vehicle as a wreck. Combine with open doors and a high dirt level.

Parked traffic. Fill an area with vehicles (see Area fill and delete), then adjust individual cars. The area tool spaces vehicles by their real footprint, so they park rather than intersect.

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