> ## Documentation Index
> Fetch the complete documentation index at: https://docs.czautoz.co.uk/llms.txt
> Use this file to discover all available pages before exploring further.

# Vehicle Features

> Everything built into every CZ Autoz / Callatic vehicle — colour and livery variants, DayZ 1.29 native lighting and chase camera, custom engine audio, working parts and cargo, and the standalone engine-whitelist lock. No Community Framework required.

Every CZ Autoz / Callatic vehicle is a full custom build on DayZ's native **CarScript** base — not a reskin. The same systems ship on every car, truck and military vehicle across the range, whether you buy it in a pack, a tier, or as a standalone single-vehicle mod.

<Note>
  Everything on this page is included in every vehicle. No add-ons, no feature tiers — and **no Community Framework (`@CF`)** dependency.
</Note>

***

## By the numbers

|          |                                                                           |
| -------- | ------------------------------------------------------------------------- |
| **AWD**  | All-wheel drive across the entire range, resimulated per car              |
| **43**   | Individual vehicle models across the range                                |
| **232**  | Spawnable classnames (every colour & livery variant)                      |
| **9**    | Packs & tiers (plus standalone single-vehicle mods)                       |
| **🔒**   | A server-IP whitelist **per mod** — each pack, tier, vehicle and the heli |
| **0**    | Community Framework dependencies                                          |
| **1.29** | Built and actively maintained for DayZ 1.29+                              |

***

## Feature categories

<Columns cols={3}>
  <Card title="Driving & Handling" icon="gauge-high" href="/vehicles/features/driving-and-handling">
    All-wheel drive across the range, with grip, power and top speed resimulated to match each car.
  </Card>

  <Card title="Colour & Livery Variants" icon="palette" href="/vehicles/features/variants">
    Every finish is its own spawnable class — 232 across the range. Spawn the exact colour you want.
  </Card>

  <Card title="DayZ 1.29 Lighting" icon="lightbulb" href="/vehicles/features/lights-and-camera">
    Headlights, dashboard, tail, brake and reverse lights, rebuilt on the 1.29 native light system.
  </Card>

  <Card title="Chase Camera" icon="eye" href="/vehicles/features/lights-and-camera">
    A 3rd-person follow camera with a pull-back distance tuned per vehicle for 1.29.
  </Card>

  <Card title="Custom Engine Audio" icon="volume-high">
    Each vehicle has its own multi-stage engine sound set — idle, RPM bands, start, stop and broken.
  </Card>

  <Card title="Doors, Wheels & Parts" icon="screwdriver-wrench" href="/vehicles/features/parts-and-cargo">
    Removable doors and wheels that persist as items, repaired with standard vanilla car parts.
  </Card>

  <Card title="Cargo Storage" icon="box" href="/vehicles/features/parts-and-cargo">
    In-vehicle storage on every model, with extra capacity on the vans and HEMTT cargo bodies.
  </Card>

  <Card title="Engine Whitelist Lock" icon="shield-check" href="/vehicles/features/security">
    Licensed by server IP. Vehicles spawn anywhere, but the engine only runs on a whitelisted server.
  </Card>

  <Card title="No Community Framework" icon="plug-circle-xmark" href="/vehicles/features/security">
    Fully standalone since DayZ 1.29 — one less dependency in your load order.
  </Card>

  <Card title="Native CarScript" icon="car">
    Recognised by the wider ecosystem — locks, traders and admin tools work with no special integration.
  </Card>
</Columns>

***

## Standout systems

### All-wheel drive & resimulated handling

Every vehicle's driving was **rebuilt from the ground up** for DayZ 1.29, and the whole range runs **all-wheel drive** — the grip DayZ's physics actually simulate well, so cars launch cleanly and stay planted instead of sliding or spinning up. Power, grip, suspension and top speed are tuned **per car** to match its real-life class, from nimble hot hatches to monstrous hypercars and heavy offroad haulers.

See [Driving & Handling](/vehicles/features/driving-and-handling).

### Colour & livery variants

The range spans **232 spawnable classnames** built from **43** vehicles — most models ship in several colours or liveries, and **each one is its own class**. The base classname (e.g. `Nissan350Z`) is the default finish; every other colour appends a suffix (`Nissan350Z_Red`). That means you spawn or sell the exact finish you want, rather than rolling a random skin.

See [Colour & Livery Variants](/vehicles/features/variants) for how spawning a specific colour works, and the full per-pack breakdown on [types.xml & events.xml](/vehicles/types-events-xml).

### DayZ 1.29 lighting & camera

DayZ 1.29 changed how vehicle lights and the third-person camera work natively. Every CZ Autoz vehicle has been **rebuilt on the new system**: headlights, dashboard illumination, tail, brake and reverse lights all work again, and the chase camera sits at a distance tuned per vehicle so big trucks and low supercars both frame correctly.

See [Lighting & Camera](/vehicles/features/lights-and-camera).

### Custom engine audio

No vehicle borrows a vanilla engine loop. Each has its own sound set with a full RPM ladder — start-up transient, idle, layered RPM bands under load and on the overrun, shut-down, and a distinct "broken engine" loop when the engine is damaged. The result is that a Bugatti, a HEMTT and an RX7 all sound like themselves.

### Parts, repair & cargo

The vehicles use **vanilla** DayZ car parts — car battery, spark plug, radiator and wheels — so they drop straight into your existing economy with nothing custom to register. Doors and wheels are removable items that persist in the world, and every vehicle carries in-vehicle cargo (with the Sprinter's shelved delivery liveries and the HEMTT cargo body adding extra room).

See [Parts & Cargo](/vehicles/features/parts-and-cargo).

### Standalone engine-whitelist lock

Licensing is handled entirely server-side against your **public server IP** — no Community Framework, no client setup. An unlicensed server can still spawn and persist the vehicles, but their **engines will not start**. Each mod has its own whitelist — whitelist every pack, tier, vehicle and the helicopter you run (or use the bot's submit-all).

See [Engine Lock & Licensing](/vehicles/features/security) and [Whitelisting](/vehicles/whitelisting).

***

## Get going

<CardGroup cols={3}>
  <Card title="Install" icon="circle-play" href="/vehicles/install">Purchase, whitelist, install and sign.</Card>
  <Card title="Packs & Tiers" icon="layer-group" href="/vehicles/overview">Browse the full vehicle range.</Card>
  <Card title="types.xml & events.xml" icon="code" href="/vehicles/types-events-xml">Economy entries for all 232 classnames.</Card>
</CardGroup>
