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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.

YML File Guides

Duck Shot Bridge YML: Filters, Routing, and Armed-Vehicle Handshake

Use duckshot_bridge.yml to control what combat crosses between Duck Shot and Vehicle MC and how that cooperation behaves.

duckshot_bridge.yml: Filters, Routing, and Armed-Vehicle Handshake

duckshot_bridge.yml is the handshake file between Vehicle MC and Duck Shot.

This is the file to open when the armed-vehicle loop works in theory but the combined vehicle-plus-weapon behavior feels wrong in practice.

It decides:

  • whether the bridge is active
  • which Duck Shot weapons are allowed or denied
  • whether projectiles and explosions are read
  • how explosive defaults should be interpreted
  • whether Vehicle MC routes explosive events back toward Duck Shot

What the current file already contains

The current resource file already shows the major split clearly:

YAML
duckshotBridge:
  enabled: true
  doubleHitGuardTicks: 4
  filters:
    allowWeapons: [item]
    denyWeapons:
      - FX_SMOKE_GRENADE
      - FX_FLASHBANG
  duckshotToVehiclemc:
    readProjectiles: true
    readExplosions: true
    readPlantedAndLoose: true
  vehiclemcToDuckshot:
    enabled: true
    routeExplosiveWeapons: true

That means the bridge already has a public structure for:

  • bridge on or off
  • filter policy
  • inbound Duck Shot behavior
  • outbound Vehicle MC behavior

enabled

This is the master switch for the whole bridge.

Leave the bridge simple or off when:

  • the server does not use armed vehicles yet
  • you are still validating the civilian driving loop
  • you want to isolate whether a problem belongs to Vehicle MC alone

doubleHitGuardTicks

This exists to keep combined hits from feeling messy or unfair.

It is part of the safety layer around shared combat events, not a decoration setting.

filters

This is one of the most important parts of the file.

The current structure already supports:

  • allowWeapons
  • denyWeapons

That means you can decide whether the bridge should:

  • accept almost everything except a few denied ids
  • or stay narrow and only allow a trusted set

For most live rollouts, a smaller, deliberate policy is easier to understand and debug than a giant permissive one.

duckshotToVehiclemc

This is the inbound half of the bridge.

The current file already supports:

  • readProjectiles
  • readExplosions
  • readPlantedAndLoose
  • timing controls like thrownPollEveryTicks and plantedPollEveryTicks
  • default explosive interpretation fields

This means the bridge can decide how much Duck Shot activity should even matter to vehicles.

vehiclemcToDuckshot

This is the outbound half.

The current file already supports:

  • enabled
  • routeExplosiveWeapons

That means Vehicle MC can feed its own explosive or armed-vehicle behavior back into the broader Duck Shot side when the server actually needs that cooperation.

Suggested order

  1. Make the non-combat vehicle loop work first.
  2. Enable the bridge deliberately.
  3. Start with a tight filter policy.
  4. Confirm projectile and explosion reads separately.
  5. Only then expand into broader armed-vehicle content.