
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.
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:
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: trueThat 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:
allowWeaponsdenyWeapons
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:
readProjectilesreadExplosionsreadPlantedAndLoose- timing controls like
thrownPollEveryTicksandplantedPollEveryTicks - 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:
enabledrouteExplosiveWeapons
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
- Make the non-combat vehicle loop work first.
- Enable the bridge deliberately.
- Start with a tight filter policy.
- Confirm projectile and explosion reads separately.
- Only then expand into broader armed-vehicle content.

