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The behavior.yml file defines how the car interacts with the world: whether it breaks on impact, if it can ram mobs, and how the repair system works.

Durability and Regeneration (health)

A car can have a total health pool and an automatic recovery system.
  • max: Maximum car HP (e.g., 1000.0).
  • engine-disabled-health-percent: Health percentage (e.g., 0.10 or 10%) at which the engine stalls and won’t start until repaired.
  • regen: If enabled, the car will slowly repair itself if it hasn’t been hit for delay-ticks.

Per-Part Damage System (damage)

CoolCars supports an advanced damage system. You can break the front, rear, or wheels individually.
damage:
  parts:
    front:
      max-health: 350.0
    rear:
      max-health: 300.0
    wheels:
      max-health: 120.0

Damage Effects:

  • slowdown-start-percent: At what wheel health % the car starts to drive slower.
  • smoke-threshold-percent: At what body health % black smoke starts coming from under the hood.

Landing Damage (landing)

Configuring how much the car suffers from jumping from heights.
  • min-impact-speed: Minimum falling speed at which damage starts to count.
  • height-ranges: You can set fixed damage for different heights. For example:
    • Fall from 3-5 blocks: light wheel damage.
    • Fall from 10+ blocks: critical engine damage.

Collisions (collision)

Defines the physical dimensions of the car for collisions with blocks.
  • half-width / half-length: Half the width and length of the hitbox.
  • wall-damping: How much speed is lost when hitting a wall.
  • unstuck: Parameters for the “anti-stuck” system that pushes the car out if it gets inside blocks.

Combat Parameters (combat)

Ramming (ram)

Allows dealing damage to players or mobs upon impact.
  • min-speed: Speed above which ramming starts to work.
  • damage-scale: Damage multiplier based on speed.
  • knockback: Force of the target’s knockback.

Vehicle Damage (vehicle-damage)

  • melee: Whether the car can be hit with a sword/hand.
  • projectiles: Damage from arrows, tridents, and other projectiles. You can enable stick-arrows so arrows stick into the car body!
Tip: For realism, enable ignore-car-occupants so arrows hit the car instead of “passing through” it into the driver.