
Wiki
Vehicle MC Wiki
Vehicle configuration, rig backends, service systems, terrain handling, and combat-ready admin workflows.
Getting Started
Start here for the real first-boot checks, module setup, and the runtime surfaces that affect every server.
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.
YML File Guides
Jump straight into the exact YAML file guide you need when you already know the filename and want the public explanation fast.
Vehicle Content
Build readable vehicle families, terrain behavior, browse layers, and driver feedback.
Service and World
Handle vehicle servicing, repair tools, fuel tanks, spawnpoints, and station behavior.
Combat and Ecosystem
Connect Vehicle MC to Duck Shot and the combat stack without losing control of performance or readability.
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:
- open the dedicated
duckshot_bridge.ymlguide - open the combat file guide
- open the preset and turret guide
duckshot_bridge.yml
This file is the direct contract between Duck Shot and Vehicle MC.
The default bridge file shows the structure clearly:
duckshotBridge:
enabled: true
filters:
denyWeapons:
- FX_SMOKE_GRENADE
duckshotToVehiclemc:
readProjectiles: true
readExplosions: true
vehiclemcToDuckshot:
enabled: trueThat 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:
combat:
enabled: false
targeting:
lookDistance: 64.0
damage:
globalDamageScalar: 1.0
dualWriteToVehicleHp: true
cooldowns:
collisionImmunityTicks: 10
explosionDoubleHitGuardTicks: 4
budgets:
maxProjectilesPerTick: 300
maxExplosionsPerTick: 32That 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:
components:
defaults:
hp:
engine: 100.0
transmission: 80.0
wheels: 60.0
rotor: 70.0
wings: 70.0
fuel_tank: 60.0That 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:
ui:
bossbars:
hp:
enabled: true
fuel:
enabled: true
speed:
enabled: falseThis 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.ymlkeys.ymlspawns.ymlmessages.ymlcatalog.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.ymlprojectiles.ymlturrets.ymlvehicle_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.
Recommended next pages
- vehicles, Variants, Fuel, and World Service Systems
- core Config, Runtime, and Rig Backends
- fuel Tanks, Repair Stations, and World Service
- catalog, UI, Surfaces, and Driver Feedback
- weapon Presets, Turret Groups, and Loadout Staging
- combat Components, Duck Shot Bridge, Projectiles, and Loadouts
- damage Routing, Collision Damage, and Destruction Safety
- catalog, Keys, Spawns, Messages, and Driver UI

