Cyclone in FiveM: spawn code, top speed and engine sound
The Coil Cyclone spawns with cyclone. Below: its handling numbers explained and ranked against the Super class, ready Lua spawn code, the three forms of its hash, how to use its sound on an add-on car, and its mod kit, colour and light ids.
cyclone
- Name in game
- Cyclone
- Maker (in game)
- Coil
- Class
- Super (7)
- Drive
- AWD, 1 gears
- Top-gear limit
- 190 km/h, 118 mph
- Weight
- 1,800 kg
- Seats
- 2
- Added in
- Smuggler's Run (2017)
Generic super outline, not the real model
How the Cyclone drives, in numbers
- All-wheel drive: fDriveBiasFront is 0.5, so 50% of the drive force goes to the front wheels and 50% to the rear. It has 1 forward gears.
- Top-gear limit: about 190 km/h (118 mph), from fInitialDriveMaxFlatVel 158 x 1.2. 53 of the 66 Super vehicles in the game files have a higher limit; the class median is 192 km/h.
- Drive force per tonne: 0.151 (fInitialDriveForce 0.273 on 1,800 kg). That is 40% less than the Super median of 0.252; it is a handling index for how hard it pulls for its weight, not horsepower.
- Brakes: fBrakeForce 1.2 with 45% of the braking on the front axle (class median 1.02).
- Grip: peak traction 2.25 and sliding traction 2.175 (fTractionCurveMax / Min). The gap of 0.075 is how much grip it loses once the tyres slide; 49% of the grip sits on the front axle.
- Weight: 1,800 kg, 29% heavier than the Super median of 1,400 kg.
Against all 66 Super vehicles in the game files
| handling.meta | Cyclone | Super median | Difference |
|---|---|---|---|
| fMass | 1,800 kg | 1,400 kg | +29% |
| fInitialDriveMaxFlatVel | 158 | 160.25 | -1% |
| fInitialDriveForce | 0.273 | 0.358 | -24% |
| nInitialDriveGears | 1 | 6 | -83% |
| fDriveBiasFront | 0.5 | 0 | +0.5 |
| fDriveInertia | 1 | 1 | same |
| fInitialDragCoeff | 11 | 9.48 | +16% |
| fBrakeForce | 1.2 | 1.02 | +18% |
| fBrakeBiasFront | 0.45 | 0.45 | same |
| fHandBrakeForce | 0.5 | 0.52 | -3% |
| fSteeringLock | 40° | 40° | same |
| fTractionCurveMax | 2.25 | 2.68 | -16% |
| fTractionCurveMin | 2.175 | 2.55 | -15% |
| fTractionCurveLateral | 22.5° | 22.5° | same |
| fTractionBiasFront | 0.49 | 0.485 | +1% |
| fLowSpeedTractionLossMult | 1 | 1.1 | -9% |
| fSuspensionForce | 2.25 | 2.65 | -15% |
| fSuspensionRaise | 0 | 0 | same |
| fAntiRollBarForce | 0.7 | 0.9 | -22% |
| fDeformationDamageMult | 0.7 | 0.7 | same |
| AIHandling | AVERAGE | handlingName CYCLONE | |
Spawn the Cyclone in FiveM
Client script (spawns it where the player stands and seats them in it):
local model = `cyclone` -- 0x52FF9437
RequestModel(model)
while not HasModelLoaded(model) do Wait(0) end
local ped = PlayerPedId()
local pos = GetEntityCoords(ped)
local veh = CreateVehicle(model, pos.x, pos.y, pos.z, GetEntityHeading(ped), true, false)
SetPedIntoVehicle(ped, veh, -1)
SetModelAsNoLongerNeeded(model)
Server script (OneSync, the server owns the entity; admin only through the ACE restriction):
RegisterCommand('spawncyclone', function(source)
local ped = GetPlayerPed(source)
local pos = GetEntityCoords(ped)
local veh = CreateVehicleServerSetter(`cyclone`, 'automobile', pos.x, pos.y, pos.z, GetEntityHeading(ped))
while not DoesEntityExist(veh) do Wait(0) end
SetPedIntoVehicle(ped, veh, -1)
end, true)
- vMenu: Vehicle Spawner, then Spawn Vehicle By Model Name, type
cyclone. - txAdmin: in-game menu, Spawn Vehicle, type
cyclone. - QBCore / ESX:
/car cyclonefor admins. - The second argument of
CreateVehicleServerSetteris the vehicle type; for the Cyclone it isautomobile. A wrong type makes the server entity fail.
An add-on car that does not appear is a different problem (stream folder, data_file lines, model name): see FiveM car not spawning. All vanilla codes in one table: FiveM spawn codes list.
Hashes
| Form | Value | Where you meet it |
|---|---|---|
| Hex | 0x52FF9437 | CodeWalker, meta files, ymap entities |
| Unsigned | 1392481335 | C#, JavaScript, databases that store unsigned |
| Signed (int32) | 1392481335 | Lua GetEntityModel results, garage scripts that save the model as an int |
All three are the same number: the joaat (Jenkins one-at-a-time) hash of the lower case name, which is what GetHashKey('cyclone') and the Lua backtick form `cyclone` return.
Use the Cyclone engine sound on your car
The game has a car audio object named after this model, so one line in the vehicles.meta of an add-on car makes it use the Cyclone sound set:
<audioNameHash>cyclone</audioNameHash>
- Engine audio type: electric motor. Motor whine and no combustion sound.
- In our engine sound catalogue it is listed in the Electric family.
- The audio object is the whole vehicle sound: engine, horn, doors and radio genre change together. How it sounds on your car also depends on that car's gears and top speed.
Want a recorded engine instead of a GTA one? FiveM engine sounds lists 102 packs and the Soundpack Maker builds the resource.
Mod kit, colours and lights
- Mod kit id 254 (
254_cyclone_modkit): 25 visible parts, 8 of them liveries. - 5 factory colour combinations in carvariations.meta.
- carvariations
lightSettings119: the headlight and taillight preset it reads from carcols. sirenSettings0 (no siren lights).- Plates: rear only (Standard White).
- Stock wheel category at the mod shop: High End.
- Seat layout
LAYOUT_LOW_RESTRICTED, 2 seats.
Visible mod parts by slot
- spoiler 9
- livery_mod 8
- bumper_f 4
- skirt 4
vehicles.meta flags
In plain words: appears as traffic in rich areas; neon kits can be fitted; electric.
All 7 flags
- FLAG_SPORTS
- FLAG_RICH_CAR
- FLAG_NO_BROKEN_DOWN_SCENARIO
- FLAG_RECESSED_TAILLIGHT_CORONAS
- FLAG_HAS_INTERIOR_EXTRAS
- FLAG_CAN_HAVE_NEONS
- FLAG_IS_ELECTRIC
Make an add-on car feel like the Cyclone
FiveMRides Vehicle Studio edits add-on car files in your browser (debadge, lights, seats, rims, tint, stance, exhaust, wraps and more) and gives you back a FiveM resource. Pair it with the sound line above to make your own car feel like this one. Your files, our tools; we never ship Rockstar models.
FiveMRides add-ons like this
Ready add-on cars from our shop for the same kind of vehicle. They install next to the vanilla Cyclone, they do not replace it.
Rolls-Royce Cullinan WC$10.00
Lamborghini Aventador LP700 XK Original price was: $12.00.$9.99Current price is: $9.99.
McLaren 765LT Abflug Twin Turbo Original price was: $10.00.$9.99Current price is: $9.99.
Questions
What is the spawn code for the Cyclone in GTA 5 and FiveM?
The spawn code (model name) is cyclone. Its joaat hash is 0x52FF9437 (1392481335 as an unsigned number). Admin menus such as vMenu, txAdmin and the /car command of QBCore or ESX take the model name as it is.
How fast is the Cyclone in GTA 5?
Its handling gives a top-gear limit of about 190 km/h (118 mph): fInitialDriveMaxFlatVel 158 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is AWD with 1 gears and weighs 1,800 kg.
Can I give an add-on car the Cyclone engine sound?
Yes. Put <audioNameHash>cyclone</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Cyclone audio object, which is the whole vehicle sound: engine, horn, doors and radio genre change together.