> For the complete documentation index, see [llms.txt](https://atiysus-organization.gitbook.io/aty-scripts/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://atiysus-organization.gitbook.io/aty-scripts/map-editor/guide/peds-and-vehicles.md).

# Peds and vehicles

## Peds and vehicles

The editor places three entity types through one interface. Switch between them with the **Object / Ped / Vehicle** filter on the right of the catalogue search bar.

Everything you already know about placing a prop applies unchanged: the same gizmo, the same snapping keys, the same layers, the same undo, the same export. A vehicle is not a special mode you enter — it is another thing in the catalogue.

### The catalogue

| Filter  | Count  | Notes                                                                                 |
| ------- | ------ | ------------------------------------------------------------------------------------- |
| Object  | 15,946 | Bundled list, searchable by name or by concept                                        |
| Vehicle | 843    | Read from the game at runtime, so add-on vehicles your server streams appear here too |
| Ped     | 830    | Includes animals (`a_c_*`)                                                            |

Vehicle and ped lists are not shipped as static files. The game itself is asked what is installed, which means a vehicle you stream from another resource shows up without any configuration. A static list would be both out of date and blind to your add-ons.

{% hint style="info" %}
Preview images for vehicles and peds come from FiveM's model reference CDN. An add-on vehicle that is not in the base game has no image there and falls back to a type icon. It still places normally.
{% endhint %}

### Placing a ped

1. Set the catalogue filter to **Ped**
2. Click a model — it spawns in front of the camera and the gizmo opens
3. Position it like any prop

A placed ped is set up to behave as scenery, not as an NPC:

* **Invincible** — players cannot kill it
* **Non-reactive** — it ignores gunfire, vehicles and everything else that would normally make a ped run away
* **Frozen** in place unless you turn freeze off

#### Idle poses

Open the properties panel with **M** and set a **scenario** to give the ped something to do — leaning on a wall, smoking, talking on a phone, standing guard. The pose is stored with the map and replayed every time the ped spawns.

Without a pose a ped stands still and stares ahead, which reads as a mannequin. For any ped a player will walk past, set one.

{% hint style="warning" %}
Give the ped its pose **after** you have finished positioning it. Moving a ped that is mid-scenario is fine, but the animation restarts from the beginning each time the record is saved.
{% endhint %}

### Placing a vehicle

1. Set the catalogue filter to **Vehicle**
2. Click a model
3. Position it — the vehicle is placed on the ground properly, wheels included

Vehicles carry a full set of saved settings, all under **M**:

| Setting            | Effect                                               |
| ------------------ | ---------------------------------------------------- |
| **Locked**         | Players cannot get in and drive your decoration away |
| **Invincible**     | Cannot be damaged, destroyed or exploded             |
| **Engine running** | Engine and lights stay on                            |
| **Windows down**   | All windows rolled down                              |
| **Burnt out**      | Renders as a wreck — useful for crash scenes         |
| **Dirt level**     | 0–15, from showroom clean to filthy                  |
| **Open doors**     | Any combination of the six doors left standing open  |

All of them are stored with the map and re-applied when the vehicle spawns.

For paint, plate, window tint and modifications see Vehicle customization.

### Manual model entry

If a model is not in the catalogue — an add-on prop, a vehicle from a pack, a ped from a custom stream — type its name into the manual entry field. The editor validates the model before spawning and tells you if the game does not have it, rather than silently placing nothing.

### Mass placement

Peds and vehicles work with the area tools like anything else. See Area fill and delete.

One difference: when filling an area with vehicles or peds the editor enforces a minimum gap based on the model's footprint. A car is about five metres long, so the default density that works for props would bury every vehicle in its neighbour. Objects are not given a gap, because props are routinely placed touching each other on purpose — fences, kerbs, clutter.

### What does not export to YMAP

A `.ymap` describes **static map geometry**. Peds and vehicles have no representation in that format.

When you export as YMAP the editor drops them and tells you how many were dropped, rather than writing broken entries. Every other export format — Lua, JSON, Blender — carries them.

If your scene needs the vehicles and peds to come back, export as **Lua Resource** or **JSON**, or simply leave the map on the server, where it persists anyway. See Export.
