Drive Cars Down A Hill Script Info

-- FiveM Hill Descent Script
Citizen.CreateThread(function()
    while true do
        Citizen.Wait(0)
        local ped = PlayerPedId()
        local vehicle = GetVehiclePedIsIn(ped, false)
    if vehicle ~= 0 and IsPedInAnyVehicle(ped, false) then
        local velocity = GetEntityVelocity(vehicle)
        local speed = math.sqrt(velocity.x^2 + velocity.y^2 + velocity.z^2)
        local _, pitch = GetEntityRotation(vehicle)
-- If facing downhill (pitch > 15 degrees)
        if pitch > 15.0 and speed > 10.0 then
            -- Apply brakes to control speed
            SetVehicleBrake(vehicle, true)
            Citizen.Wait(150)
            SetVehicleBrake(vehicle, false)
-- Handbrake tap for sharp descents
            if speed > 30.0 then
                SetVehicleHandbrake(vehicle, true)
                Citizen.Wait(80)
                SetVehicleHandbrake(vehicle, false)
            end
        end
    end
end

end)

Modification for AI Cars: Use TaskVehicleDriveToCoord with a speed parameter that auto-adjusts based on the gradient.


A. Gravity scaling (make hill feel steeper) drive cars down a hill script

-- In RunService loop
carBody:ApplyForce(Vector3.new(0, -workspace.Gravity * carBody:GetMass() * 0.5, 0))
-- 0.5 multiplier makes it heavier = faster downhill

B. Wind resistance (realistic speed limit)

local drag = currentVel * 0.05
carBody:ApplyForce(-drag)

C. Camera follow (attach to car)

local camera = workspace.CurrentCamera
camera.CameraType = Enum.CameraType.Scriptable
game:GetService("RunService").RenderStepped:Connect(function()
	if vehicleSeat.Occupant then
		camera.CFrame = CFrame.new(carBody.Position + Vector3.new(0, 3, -8), carBody.Position)
	end
end)

artist = turtle.Turtle() artist.penup() artist.goto(-300, 200) artist.pendown() artist.goto(300, -200) # The slope -- FiveM Hill Descent Script Citizen

For a basic drivable car downhill:

local car = script.Parent
local engine = car:WaitForChild("Engine")

local function onHeartbeat(deltaTime) local throttle = game:GetService("UserInputService"):IsKeyPressed(Enum.KeyCode.W) local brake = game:GetService("UserInputService"):IsKeyPressed(Enum.KeyCode.S)

if throttle then
    engine.Force = car.CFrame.LookVector * 600
elseif brake then
    engine.Force = car.CFrame.LookVector * -800
else
    -- Natural downhill roll
    engine.Force = Vector3.new(0, -car.AssemblyMass * 50, 0)
end

end

game:GetService("RunService").Heartbeat:Connect(onHeartbeat)

Pro tip: Always set the car’s center of mass low (near the bottom) to prevent tumbling. Modification for AI Cars: Use TaskVehicleDriveToCoord with a


If the hill is too steep (>45 degrees), the script should toggle reverse logic to prevent rolling backwards.