Sheriff SUV in FiveM: spawn code, top speed and engine sound
The Sheriff SUV spawns with sheriff2. Below: its handling numbers explained and ranked against the Emergency 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.
sheriff2
- Name in game
- Sheriff SUV
- Class
- Emergency (18)
- Drive
- AWD, 5 gears
- Top-gear limit
- 168 km/h, 104 mph
- Weight
- 2,400 kg
- Seats
- 8
- Added in
- Base game (2013)
Generic emergency outline, not the real model
How the Sheriff SUV drives, in numbers
- All-wheel drive: fDriveBiasFront is 0.6, so 60% of the drive force goes to the front wheels and 40% to the rear. It has 5 forward gears.
- Top-gear limit: about 168 km/h (104 mph), from fInitialDriveMaxFlatVel 140 x 1.2. 19 of the 35 Emergency vehicles in the game files have a higher limit; the class median is 172 km/h.
- Drive force per tonne: 0.083 (fInitialDriveForce 0.2 on 2,400 kg). That is 42% less than the Emergency median of 0.143; it is a handling index for how hard it pulls for its weight, not horsepower.
- Brakes: fBrakeForce 0.8 with 60% of the braking on the front axle (class median 0.8).
- Grip: peak traction 2.15 and sliding traction 1.85 (fTractionCurveMax / Min). The gap of 0.3 is how much grip it loses once the tyres slide; 50% of the grip sits on the front axle.
- Weight: 2,400 kg, 29% heavier than the Emergency median of 1,860 kg.
Against all 35 Emergency vehicles in the game files
| handling.meta | Sheriff SUV | Emergency median | Difference |
|---|---|---|---|
| fMass | 2,400 kg | 1,860 kg | +29% |
| fInitialDriveMaxFlatVel | 140 | 143 | -2% |
| fInitialDriveForce | 0.2 | 0.24 | -17% |
| nInitialDriveGears | 5 | 5 | same |
| fDriveBiasFront | 0.6 | 0 | +0.6 |
| fDriveInertia | 1 | 1 | same |
| fInitialDragCoeff | 8.5 | 8.5 | same |
| fBrakeForce | 0.8 | 0.8 | same |
| fBrakeBiasFront | 0.6 | 0.53 | +14% |
| fHandBrakeForce | 0.6 | 0.6 | same |
| fSteeringLock | 40° | 40° | same |
| fTractionCurveMax | 2.15 | 2.15 | same |
| fTractionCurveMin | 1.85 | 1.85 | same |
| fTractionCurveLateral | 18.5° | 22.5° | -18% |
| fTractionBiasFront | 0.5 | 0.485 | +3% |
| fLowSpeedTractionLossMult | 1.5 | 1 | +50% |
| fSuspensionForce | 2.8 | 1.9 | +47% |
| fSuspensionRaise | 0 | 0 | same |
| fAntiRollBarForce | 0.3 | 0.56 | -46% |
| fDeformationDamageMult | 0.8 | 0.8 | same |
| AIHandling | AVERAGE | handlingName FBI2, sub handling CCarHandlingData | |
Same handling entry (FBI2) as FIB (fbi2): the same handling numbers, while the model, colours and mod kit can differ.
Spawn the Sheriff SUV in FiveM
Client script (spawns it where the player stands and seats them in it):
local model = `sheriff2` -- 0x72935408
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('spawnsheriff2', function(source)
local ped = GetPlayerPed(source)
local pos = GetEntityCoords(ped)
local veh = CreateVehicleServerSetter(`sheriff2`, '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
sheriff2. - txAdmin: in-game menu, Spawn Vehicle, type
sheriff2. - QBCore / ESX:
/car sheriff2for admins. - The second argument of
CreateVehicleServerSetteris the vehicle type; for the Sheriff SUV 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 | 0x72935408 | CodeWalker, meta files, ymap entities |
| Unsigned | 1922257928 | C#, JavaScript, databases that store unsigned |
| Signed (int32) | 1922257928 | 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('sheriff2') and the Lua backtick form `sheriff2` return.
Use the Sheriff SUV 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 Sheriff SUV sound set:
<audioNameHash>sheriff2</audioNameHash>
- Engine audio type: granular. Recorded engine samples blended by engine speed, the type most modern GTA cars use.
- This object also holds siren sounds. Server owners usually keep emergency audio on emergency vehicles.
- 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 0: no visible body parts, performance upgrades only.
- 1 factory colour combinations in carvariations.meta.
- carvariations
lightSettings23: the headlight and taillight preset it reads from carcols. sirenSettings1: the siren light setup it uses. An add-on that reuses this id shares that setup.- Plates: front and rear.
- Stock wheel category at the mod shop: SUV.
- Seat layout
LAYOUT_RANGER_SWAT, 8 seats.
vehicles.meta flags
In plain words: uses livery textures; counts as a police vehicle; never placed as a parked car by the game; treated as an off-road vehicle.
All 6 flags
- FLAG_HAS_LIVERY
- FLAG_LAW_ENFORCEMENT
- FLAG_DONT_SPAWN_IN_CARGEN
- FLAG_IS_OFFROAD_VEHICLE
- FLAG_HAS_INTERIOR_EXTRAS
- FLAG_REPORT_CRIME_IF_STANDING_ON
Make an add-on car feel like the Sheriff SUV
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 Sheriff SUV, they do not replace it.
Mustang Dark Horse Police Unmarked$10.00
Ford F350 Police Unmarked$10.00
Ford Explorer 2020 (Police) Original price was: $12.00.$9.99Current price is: $9.99.
Questions
What is the spawn code for the Sheriff SUV in GTA 5 and FiveM?
The spawn code (model name) is sheriff2. Its joaat hash is 0x72935408 (1922257928 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 Sheriff SUV 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 AWD with 5 gears and weighs 2,400 kg.
Can I give an add-on car the Sheriff SUV engine sound?
Yes. Put <audioNameHash>sheriff2</audioNameHash> in the add-on car's vehicles.meta. The game then uses the Sheriff SUV audio object, which is the whole vehicle sound: engine, horn, doors and radio genre change together. This object also holds siren sounds.