Hotknife in FiveM: spawn code, top speed and engine sound
The Vapid Hotknife spawns with hotknife. Below: its handling numbers explained and ranked against the Muscle 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.
hotknife
- Name in game
- Hotknife
- Maker (in game)
- Vapid
- Class
- Muscle (4)
- Drive
- RWD, 5 gears
- Top-gear limit
- 168 km/h, 104 mph
- Weight
- 700 kg
- Seats
- 2
- Added in
- Base game (2013)
Generic muscle outline, not the real model
How the Hotknife drives, in numbers
- Rear-wheel drive: fDriveBiasFront is 0.0, so all of the drive force goes to the rear wheels. It has 5 forward gears.
- Top-gear limit: about 168 km/h (104 mph), from fInitialDriveMaxFlatVel 140 x 1.2. 58 of the 97 Muscle vehicles in the game files have a higher limit; the class median is 174 km/h.
- Drive force per tonne: 0.429 (fInitialDriveForce 0.3 on 700 kg). That is 111% more than the Muscle median of 0.203; it is a handling index for how hard it pulls for its weight, not horsepower.
- Brakes: fBrakeForce 0.43 with 50% of the braking on the front axle (class median 0.7).
- Grip: peak traction 1.85 and sliding traction 1.65 (fTractionCurveMax / Min). The gap of 0.2 is how much grip it loses once the tyres slide; 49% of the grip sits on the front axle.
- Weight: 700 kg, 55% lighter than the Muscle median of 1,550 kg.
Against all 97 Muscle vehicles in the game files
| handling.meta | Hotknife | Muscle median | Difference |
|---|---|---|---|
| fMass | 700 kg | 1,550 kg | -55% |
| fInitialDriveMaxFlatVel | 140 | 145 | -3% |
| fInitialDriveForce | 0.3 | 0.3 | same |
| nInitialDriveGears | 5 | 5 | same |
| fDriveBiasFront | 0 | 0 | same |
| fDriveInertia | 1 | 1 | same |
| fInitialDragCoeff | 10 | 10 | same |
| fBrakeForce | 0.43 | 0.7 | -39% |
| fBrakeBiasFront | 0.5 | 0.62 | -19% |
| fHandBrakeForce | 0.45 | 0.63 | -28% |
| fSteeringLock | 35° | 40° | -13% |
| fTractionCurveMax | 1.85 | 2.25 | -18% |
| fTractionCurveMin | 1.65 | 1.817 | -9% |
| fTractionCurveLateral | 20.5° | 22.5° | -9% |
| fTractionBiasFront | 0.49 | 0.495 | -1% |
| fLowSpeedTractionLossMult | 1 | 1 | same |
| fSuspensionForce | 2.1 | 1.9 | +11% |
| fSuspensionRaise | 0 | 0 | same |
| fAntiRollBarForce | 0.2 | 0.46 | -57% |
| fDeformationDamageMult | 0.8 | 0.7 | +14% |
| AIHandling | AVERAGE | handlingName HOTKNIFE, sub handling CCarHandlingData | |
Spawn the Hotknife in FiveM
Client script (spawns it where the player stands and seats them in it):
local model = `hotknife` -- 0x0239E390
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('spawnhotknife', function(source)
local ped = GetPlayerPed(source)
local pos = GetEntityCoords(ped)
local veh = CreateVehicleServerSetter(`hotknife`, '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
hotknife. - txAdmin: in-game menu, Spawn Vehicle, type
hotknife. - QBCore / ESX:
/car hotknifefor admins. - The second argument of
CreateVehicleServerSetteris the vehicle type; for the Hotknife 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 | 0x0239E390 | CodeWalker, meta files, ymap entities |
| Unsigned | 37348240 | C#, JavaScript, databases that store unsigned |
| Signed (int32) | 37348240 | 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('hotknife') and the Lua backtick form `hotknife` return.
Use the Hotknife 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 Hotknife sound set:
<audioNameHash>hotknife</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 and exhaust pops.
- In our engine sound catalogue it is listed in the V8 muscle 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 62: 3 visible parts.
- 9 factory colour combinations in carvariations.meta.
- carvariations
lightSettings1: the headlight and taillight preset it reads from carcols. sirenSettings0 (no siren lights).- Plates: rear only.
- Stock wheel category at the mod shop: Muscle.
- Seat layout
LAYOUT_LOW_RESTRICTED, 2 seats.
Visible mod parts by slot
- bonnet 2
- chassis 1
vehicles.meta flags
In plain words: appears as traffic in rich areas; never placed as a parked car by the game.
All 6 flags
- FLAG_SPORTS
- FLAG_EXTRAS_STRONG
- FLAG_RICH_CAR
- FLAG_NO_BROKEN_DOWN_SCENARIO
- FLAG_DONT_SPAWN_IN_CARGEN
- FLAG_INCREASE_PED_COMMENTS
Make an add-on car feel like the Hotknife
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 Hotknife, they do not replace it.
Dodge Charger 2006 Original price was: $12.00.$9.99Current price is: $9.99.
Chevy Monte Carlo 1977 (DONK) Original price was: $10.00.$8.99Current price is: $8.99.
Chevrolet Corvette C6 Twin Turbo$10.00
Questions
What is the spawn code for the Hotknife in GTA 5 and FiveM?
The spawn code (model name) is hotknife. Its joaat hash is 0x0239E390 (37348240 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 Hotknife in GTA 5?
Its handling gives a top-gear limit of about 168 km/h (104 mph): fInitialDriveMaxFlatVel 140 x 1.2, the value GetVehicleModelEstimatedMaxSpeed returns for ordinary handling values. Drag and upgrades change what a driver sees. It is RWD with 5 gears and weighs 700 kg.
Can I give an add-on car the Hotknife engine sound?
Yes. Put <audioNameHash>hotknife</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Hotknife audio object, which is the whole vehicle sound: engine, horn, doors and radio genre change together.