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GTA 5 vehicle data

Entity XF in FiveM: spawn code, top speed and engine sound

The Overflod Entity XF spawns with entityxf. 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.

Read from the game files of GTA V Legacy build 1.0.3889.0 on . It already exists in game build 3258, the build many FiveM servers enforce. By the FiveMRides team.

entityxf

Name in game
Entity XF
Maker (in game)
Overflod
Class
Super (7)
Drive
AWD, 6 gears
Top-gear limit
186 km/h, 116 mph
Weight
1,500 kg
Seats
2
Added in
Base game (2013)

Generic super outline, not the real model

How the Entity XF drives, in numbers

  • All-wheel drive: fDriveBiasFront is 0.2, so 20% of the drive force goes to the front wheels and 80% to the rear. It has 6 forward gears.
  • Top-gear limit: about 186 km/h (116 mph), from fInitialDriveMaxFlatVel 155 x 1.2. 55 of the 66 Super vehicles in the game files have a higher limit; the class median is 192 km/h.
  • Drive force per tonne: 0.22 (fInitialDriveForce 0.33 on 1,500 kg). That is 13% 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 0.9 with 55% of the braking on the front axle (class median 1.02).
  • Grip: peak traction 2.75 and sliding traction 2.6 (fTractionCurveMax / Min). The gap of 0.15 is how much grip it loses once the tyres slide; 49% of the grip sits on the front axle.
  • Weight: 1,500 kg, 7% heavier than the Super median of 1,400 kg.

Against all 66 Super vehicles in the game files

Entity XF handling compared with the Super classEach bar runs from the lowest to the highest value in the Super class (66 vehicles). The filled part ends at this vehicle, the light tick is the class median.lowest in classhighest in classTop-gear limit: 186 km/h. Super median 192 km/h, range 174 to 221. Rank 56 of 66 (1 = highest).Top-gear limitrank 56 of 66186 km/hmedian 192Drive force per tonne: 0.22. Super median 0.252, range 0.05 to 0.422. Rank 47 of 66 (1 = highest).Drive force per tonnerank 47 of 660.22median 0.252Brake force: 0.9. Super median 1.02, range 0.5 to 1.35. Rank 56 of 66 (1 = highest).Brake forcerank 56 of 660.9median 1.02Peak grip: 2.75. Super median 2.68, range 2.25 to 2.78. Rank 14 of 66 (1 = highest).Peak griprank 14 of 662.75median 2.68Weight: 1,500 kg. Super median 1,400 kg, range 880 to 7,500. Rank 21 of 66 (1 = highest).Weightrank 21 of 661,500 kgmedian 1,400

The bar runs from the lowest to the highest value in the class, the filled part ends at the Entity XF, the light tick is the class median. Hover a row for the numbers. Stock values without upgrades.

handling.metaEntity XFSuper medianDifference
fMass1,500 kg1,400 kg+7%
fInitialDriveMaxFlatVel155160.25-3%
fInitialDriveForce0.330.358-8%
nInitialDriveGears66same
fDriveBiasFront0.20+0.2
fDriveInertia11same
fInitialDragCoeff8.59.48-10%
fBrakeForce0.91.02-12%
fBrakeBiasFront0.550.45+22%
fHandBrakeForce0.80.52+55%
fSteeringLock37°40°-8%
fTractionCurveMax2.752.68+3%
fTractionCurveMin2.62.55+2%
fTractionCurveLateral22.5°22.5°same
fTractionBiasFront0.4850.485same
fLowSpeedTractionLossMult1.21.1+9%
fSuspensionForce2.22.65-17%
fSuspensionRaise00same
fAntiRollBarForce0.60.9-33%
fDeformationDamageMult0.70.7same
AIHandlingAVERAGEhandlingName ENTITYXF, sub handling CCarHandlingData

What each field does: handling.meta fields explained.

Spawn the Entity XF in FiveM

Client script (spawns it where the player stands and seats them in it):

local model = `entityxf` -- 0xB2FE5CF9
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('spawnentityxf', function(source)
    local ped = GetPlayerPed(source)
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicleServerSetter(`entityxf`, '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 entityxf.
  • txAdmin: in-game menu, Spawn Vehicle, type entityxf.
  • QBCore / ESX: /car entityxf for admins.
  • The second argument of CreateVehicleServerSetter is the vehicle type; for the Entity XF it is automobile. 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

FormValueWhere you meet it
Hex0xB2FE5CF9CodeWalker, meta files, ymap entities
Unsigned3003014393C#, JavaScript, databases that store unsigned
Signed (int32)-1291952903Lua 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('entityxf') and the Lua backtick form `entityxf` return.

Use the Entity XF 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 Entity XF sound set:

<audioNameHash>entityxf</audioNameHash>
  • Engine audio type: granular. Recorded engine samples blended by engine speed, the type most modern GTA cars use.
  • The audio object sets rev limiter pops.
  • In our engine sound catalogue it is listed in the Supercar 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 68: 7 visible parts.
  • 15 factory colour combinations in carvariations.meta.
  • carvariations lightSettings 63: the headlight and taillight preset it reads from carcols.
  • sirenSettings 0 (no siren lights).
  • Plates: rear only.
  • Stock wheel category at the mod shop: High End.
  • Seat layout LAYOUT_LOW_ENTITYXF, 2 seats.
Visible mod parts by slot
  • exhaust 2
  • bumper_r 1
  • bumper_f 1
  • chassis 1
  • skirt 1
  • spoiler 1

vehicles.meta flags

In plain words: no boot; parking sensor beeps; appears as traffic in rich areas.

All 8 flags
  • FLAG_NO_BOOT
  • FLAG_SPORTS
  • FLAG_SPAWN_ON_TRAILER
  • FLAG_PARKING_SENSORS
  • FLAG_RICH_CAR
  • FLAG_NO_BROKEN_DOWN_SCENARIO
  • FLAG_COUNT_AS_FACEBOOK_DRIVEN
  • FLAG_HAS_INTERIOR_EXTRAS

Make an add-on car feel like the Entity XF

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.

Open Vehicle StudioSee the add-ons

FiveMRides add-ons like this

Ready add-on cars from our shop for the same kind of vehicle. They install next to the vanilla Entity XF, they do not replace it.

Questions

What is the spawn code for the Entity XF in GTA 5 and FiveM?

The spawn code (model name) is entityxf. Its joaat hash is 0xB2FE5CF9 (3003014393 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 Entity XF in GTA 5?

Its handling gives a top-gear limit of about 186 km/h (116 mph): fInitialDriveMaxFlatVel 155 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is AWD with 6 gears and weighs 1,500 kg.

Can I give an add-on car the Entity XF engine sound?

Yes. Put <audioNameHash>entityxf</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Entity XF audio object, which is the whole vehicle sound: engine, horn, doors and radio genre change together.

Numbers read from the game files, nothing measured on a track yet: how this data is read.

More Super vehicles

FiveMRides is an independent store. We are not affiliated with, endorsed by or sponsored by Take-Two Interactive, Rockstar Games or Cfx.re. Grand Theft Auto, GTA and FiveM are trademarks of their respective owners, and vehicle brand names are used only to describe the models.

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