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Vehicle MC Wiki

Vehicle configuration, rig backends, service systems, terrain handling, and combat-ready admin workflows.

Vehicle Authoring

Learn the top-down YAML flow so you know what belongs in config.yml, vehicles.yml, service files, and player-side UI files.

Service and World

Handle vehicle servicing, repair tools, fuel tanks, spawnpoints, and station behavior.

Combat and Ecosystem

Duck Shot Bridge, UI, and Operator Workflows

Handle the Duck Shot bridge, component-level combat files, scaffolded armed-vehicle support files, and the operator workflow that holds them together.

Vehicle MC is not only a driving plugin. The current config surface shows a clear path toward armed vehicles, UI feedback, and cross-plugin combat behavior.

This page covers the files that matter once you move past "it drives" and into "it belongs in the wider vehicle and combat stack."

Quick routes:

duckshot_bridge.yml

This file is the direct contract between Duck Shot and Vehicle MC.

The default bridge file shows the structure clearly:

YAML
duckshotBridge:
  enabled: true
  filters:
    denyWeapons:
      - FX_SMOKE_GRENADE
  duckshotToVehiclemc:
    readProjectiles: true
    readExplosions: true
  vehiclemcToDuckshot:
    enabled: true

That means the bridge can:

  • read Duck Shot projectiles
  • read Duck Shot explosions
  • ignore selected utility items
  • route Vehicle MC explosive behavior back toward Duck Shot

This is the file to check first when damage or explosive logic only feels wrong in the combined vehicle-plus-gun setup.

Combat runtime is split on purpose

The bridge works best when you treat the other combat files as separate responsibilities.

combat.yml

The default combat file already exposes:

YAML
combat:
  enabled: false
  targeting:
    lookDistance: 64.0
  damage:
    globalDamageScalar: 1.0
    dualWriteToVehicleHp: true
  cooldowns:
    collisionImmunityTicks: 10
    explosionDoubleHitGuardTicks: 4
  budgets:
    maxProjectilesPerTick: 300
    maxExplosionsPerTick: 32

That means the combat side already separates:

  • targeting reach
  • damage policy
  • cooldown behavior
  • background persistence
  • performance budgets

This is where you shape "can the server handle armed vehicles cleanly" before you start authoring more content.

components.yml

The default component values are already live:

YAML
components:
  defaults:
    hp:
      engine: 100.0
      transmission: 80.0
      wheels: 60.0
      rotor: 70.0
      wings: 70.0
      fuel_tank: 60.0

That is the file that decides whether damage stays coarse or becomes subsystem-aware.

It is the right place for:

  • engine fragility
  • wheel vulnerability
  • rotor and wing vulnerability
  • ammo-rack or fuel-tank volatility

UI does not belong in the bridge file

Driver-facing bars live in ui.yml, and the public browse layer lives in catalog.yml.

That split is a good one:

  • the bridge file handles combat cooperation
  • the UI file handles readability
  • the catalog file handles discoverability

Do not overgrow the bridge file by treating it as the home of every operator concern.

UI lives in ui.yml

ui.yml controls the public driver-facing bars:

YAML
ui:
  bossbars:
    hp:
      enabled: true
    fuel:
      enabled: true
    speed:
      enabled: false

This is where you define whether the plugin feels:

  • minimal
  • arcade-like
  • heavily instrumented

For the deeper UI and browse layer, use:

Other operator-facing support files

A production deployment also leans on:

  • surfaces.yml
  • keys.yml
  • spawns.yml
  • messages.yml
  • catalog.yml

These are not the first files most builders touch, but they are the ones that make Vehicle MC feel like a polished ecosystem instead of a rough first setup.

Files that are scaffolded but not populated yet

The current release also includes these files:

  • weapons.yml
  • projectiles.yml
  • turrets.yml
  • vehicle_loadouts.yml

Right now they are still scaffold files with empty preset maps. That is still useful to document honestly because it tells you two things:

  • the plugin has a clear future shape for armed-vehicle presets
  • the current release is not pretending those content packs are already fully authored in YAML

That is a much better public story than hiding the files entirely.