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) endend
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.