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FREE TOOL · GetHashKey & spawn codes

FiveM model list: every vehicle, ped and weapon in one search

All 1,901 spawnable models in one box. 921 vehicles, 860 peds and 120 weapons, with the spawn name, the hash in hex, unsigned and signed form, the category, and the right spawn call for whichever kind of thing you clicked. Type a name, a display name, a manufacturer, or paste a hash out of your console in any of its three forms.

Built on the lists this site already keeps — this site’s vehicle reference, this site’s ped reference and this site’s weapon stats reference — rather than a fourth copy of the same data. The three hash forms are computed in your browser by the same joaat implementation the the hash calculator uses, so this page sends names and nothing else: 43.7 KB of text for all 1,901 rows.

1,901 of 1,901 models

  • tenf10FObeySports
    vehicleDetails
  • tenf210F WidebodyObeySports
    vehicleDetails
  • z190190zKarinSports Classic
    vehicleDetails
  • r300300RAnnisSports
    vehicleDetails
  • pfister811811PfisterSuper
    vehicleDetails
  • drafter8F DrafterObeySports
    vehicleDetails
  • ninef9FObeySports
    vehicleDetails
  • ninef29F CabrioObeySports
    vehicleDetails
  • adderAdderTruffadeSuper
    vehicleDetails
  • airbusAirport BusService
    vehicleDetails
  • airtugAirtugUtility
    vehicleDetails
  • akulaAkulaHelicopters
    vehicleDetails
  • akumaAkumaDinkaMotorcycles
    vehicleDetails
  • aleutianAleutianVapidSUVs
    vehicleDetails
  • alphaAlphaAlbanySports
    vehicleDetails
  • alphaz1Alpha-Z1BuckinghamPlanes
    vehicleDetails
  • ambulanceAmbulanceEmergency
    vehicleDetails
  • annihilatorAnnihilatorHelicopters
    vehicleDetails
  • annihilator2Annihilator StealthHelicopters
    vehicleDetails
  • trailersmall2Anti-Aircraft TrailerVom FeuerMilitary
    vehicleDetails
  • apcAPCHVYMilitary
    vehicleDetails
  • bruiserApocalypse BruiserBenefactorOff-Road
    vehicleDetails
  • brutusApocalypse BrutusDeclasseOff-Road
    vehicleDetails
  • cerberusApocalypse CerberusMTLCommercial
    vehicleDetails
  • deathbikeApocalypse DeathbikeWesternMotorcycles
    vehicleDetails
  • dominator4Apocalypse DominatorVapidMuscles
    vehicleDetails
  • impaler2Apocalypse ImpalerDeclasseMuscles
    vehicleDetails
  • imperatorApocalypse ImperatorVapidMuscles
    vehicleDetails
  • issi4Apocalypse IssiWeenyCompacts
    vehicleDetails
  • monster3Apocalypse SasquatchBravadoOff-Road
    vehicleDetails
  • scarabApocalypse ScarabHVYMilitary
    vehicleDetails
  • slamvan4Apocalypse SlamvanVapidMuscles
    vehicleDetails
  • zr380Apocalypse ZR380AnnisSports
    vehicleDetails
  • arbitergtArbiter GTImponteMuscles
    vehicleDetails
  • ardentArdentOcelotSports Classic
    vehicleDetails
  • boxville5Armored BoxvilleVans
    vehicleDetails
  • armytankerArmy TrailerUtility
    vehicleDetails
  • armytrailerArmy TrailerUtility
    vehicleDetails
  • armytrailer2Army TrailerUtility
    vehicleDetails
  • asboAsboMaxwellCompacts
    vehicleDetails
  • aseaAseaDeclasseSedans
    vehicleDetails
  • asea2AseaDeclasseSedans
    vehicleDetails
  • asteropeAsteropeKarinSedans
    vehicleDetails
  • asterope2Asterope GZKarinSedans
    vehicleDetails
  • astraleAstralePfisterSports Classic
    vehicleDetails
  • astronAstronPfisterSUVs
    vehicleDetails
  • astron2Astron CustomPfisterSUVs
    vehicleDetails
  • blimpAtomic BlimpPlanes
    vehicleDetails
  • autarchAutarchOverflodSuper
    vehicleDetails
  • avarusAvarusLCCMotorcycles
    vehicleDetails
  • avengerAvengerMammothPlanes
    vehicleDetails
  • avenger2AvengerMammothPlanes
    vehicleDetails
  • avenger3AvengerMammothPlanes
    vehicleDetails
  • avenger4AvengerMammothPlanes
    vehicleDetails
  • avisaAvisaKrakenBoats
    vehicleDetails
  • strikeforceB-11 StrikeforcePlanes
    vehicleDetails
  • baggerBaggerWesternMotorcycles
    vehicleDetails
  • baletrailerBaletrailerUtility
    vehicleDetails
  • ballerBallerGallivanterSUVs
    vehicleDetails
  • baller2BallerGallivanterSUVs
    vehicleDetails

THREE KINDS, THREE CALLS

A vehicle is streamed, a ped is created, a weapon is handed over

They all look like “models” in a list and they are not interchangeable in code. The difference is whether the game has to load anything first.

  • CreateVehicleVehicles921 rows

    Every spawnable vehicle model, with the display name and manufacturer the HUD shows so you can find a car by the name you saw rather than the name the game calls it.

  • CreatePedPeds860 rows

    Every working ped model, from the three protagonists to the orca. The same name goes to CreatePed for an NPC and SetPlayerModel for your own character.

  • GiveWeaponToPedWeapons120 rows

    Every weapon name GiveWeaponToPed accepts. A weapon is not a model you spawn into the world — it is a name you hand to a ped — which is why the snippet here looks nothing like the other two.

HOW TO USE IT

The four snippets, in full

Click any row above and you get one of these with the name filled in. Here they are whole, with the parts that matter left in rather than trimmed down to one line.

CreateVehicle, with the request loop and a sanity check

Client-side. The IsModelInCdimage check is what turns 'CreateVehicle returned 0' into a line in your console that says which name was wrong.

local MODEL = 'adder'

RegisterCommand('adder', function()
    local hash = GetHashKey(MODEL)

    if not IsModelInCdimage(hash) or not IsModelAVehicle(hash) then
        print(('%s is not a vehicle this build knows about'):format(MODEL))
        return
    end

    RequestModel(hash)
    while not HasModelLoaded(hash) do
        Wait(0)
    end

    local ped = PlayerPedId()
    local pos = GetEntityCoords(ped)
    local veh = CreateVehicle(hash, pos.x, pos.y, pos.z, GetEntityHeading(ped), true, false)

    SetPedIntoVehicle(ped, veh, -1)
    SetVehicleNumberPlateText(veh, 'FAM 001')
    SetModelAsNoLongerNeeded(hash)
end, false)
CreatePed, for an NPC in front of you

Client-side. The first argument of CreatePed is the ped type; 4 is a civilian male and is the value nearly every script uses regardless of the model.

local MODEL = 'a_m_y_hipster_01'

RegisterCommand('hipster', function()
    local hash = GetHashKey(MODEL)

    RequestModel(hash)
    while not HasModelLoaded(hash) do
        Wait(0)
    end

    local me = PlayerPedId()
    local pos = GetEntityCoords(me) + GetEntityForwardVector(me) * 2.0
    local ped = CreatePed(4, hash, pos.x, pos.y, pos.z, GetEntityHeading(me), false, true)

    SetModelAsNoLongerNeeded(hash)
    SetEntityAsMissionEntity(ped, true, true)
end, false)
SetPlayerModel, for becoming that ped yourself

Client-side. This destroys the ped you were and builds a new one, so anything attached to the old ped is gone — call SetPedDefaultComponentVariation or your new character spawns undressed.

local MODEL = 'mp_m_freemode_01'

RegisterCommand('freemode', function()
    local hash = GetHashKey(MODEL)

    RequestModel(hash)
    while not HasModelLoaded(hash) do
        Wait(0)
    end

    SetPlayerModel(PlayerId(), hash)
    SetPedDefaultComponentVariation(PlayerPedId())
    SetModelAsNoLongerNeeded(hash)
end, false)
GiveWeaponToPed, no streaming needed

Client-side. 250 is the ammo, false means not hidden, true equips it immediately. There is no model to request because a weapon is given rather than spawned.

local WEAPON = 'WEAPON_CARBINERIFLE'

RegisterCommand('carbine', function()
    local ped = PlayerPedId()
    local hash = GetHashKey(WEAPON)

    GiveWeaponToPed(ped, hash, 250, false, true)
    SetCurrentPedWeapon(ped, hash, true)
end, false)

Native signatures from the Cfx.re reference: CREATE_VEHICLE, CREATE_PED, SET_PLAYER_MODEL, GIVE_WEAPON_TO_PED and REQUEST_MODEL.

FOUR WAYS TO WRITE ONE MODEL

Why the hash in your log looks nothing like the hash in the dump

Every row on this page gives the same model four ways, and the search box accepts all of them. The Adder is the clearest example: one model, four strings that all mean it.

What you are holdingWhat it is
adderThe spawn name. Case does not matter, because GetHashKey lowercases the string before it hashes it, so Adder and ADDER give the same number.
0xB779A091The hash in hex, which is how every published dump writes it and how the game’s own files refer to a model.
3078201489The same 32 bits read as an unsigned integer. This is what you pass to a native, and what GetHashKey hands back.
-1216765807The same 32 bits read as a signed integer, which is what a Lua print and most server console lines show you. This is why a hash in a log never seems to match the one in the dump.

WHAT IS NOT IN HERE

Object models, and where they live instead

This page is vehicles, peds and weapons. Object models — props — are left out on purpose: there are 21,631 of them, more than ten times everything on this page put together, and putting them in the same box would bury the model you were looking for under a hundred variations of a plant pot. They have a page of their own with its own search, and the model names behave exactly the same way.

QUESTIONS

About model names, hashes and spawning

Where can I find a full FiveM model list with spawn names?
Right here, and in one box rather than three. This page carries all 1,901 vehicle, ped and weapon models together — 921 vehicles, 860 peds and 120 weapons — with the spawn name, the hash in all three forms, the category, and the spawn code for each. Object models are deliberately not in it: there are 21,631 of them, they would be an order of magnitude more to search through, and they have a page of their own.
Why does the hash in my server console not match the hash in the dump?
Because they are the same 32 bits read two different ways. A joaat hash is an unsigned 32-bit number, but Lua prints it as a signed integer, so anything above 2,147,483,647 comes out negative. 3078201489 and -1216765807 are the same hash. Every row on this page gives you hex, unsigned and signed so you can match whichever one you are holding, and the search box accepts all three.
Why does CreateVehicle return 0?
Nearly always because the model was not loaded when you called it. RequestModel is asynchronous: it asks the game to stream the model in and returns immediately, so you have to wait for HasModelLoaded before you create anything. Spawn a vehicle without that loop and you get a handle of 0 and no error. The other cause is a name the build does not have at all — a DLC vehicle on an older server, or an add-on whose resource is not started — which IsModelInCdimage will tell you about before you waste a frame on it.
What is the difference between CreatePed and SetPlayerModel?
CreatePed makes a new NPC and hands you its handle; your own character is untouched. SetPlayerModel replaces the ped you are playing, which means the old ped is destroyed and everything attached to it goes with it — weapons, clothing components, the handle anything else was holding. That is why the player-model snippet calls SetPedDefaultComponentVariation afterwards: a freshly swapped ped can come up with no clothes on.
Do I need GetHashKey, or can I pass the name straight to a native?
Most model natives want the hash. In FiveM Lua you have three ways to get it: GetHashKey("adder") at runtime, the backtick literal adder which the compiler turns into the number before your script ever runs, or the number itself out of this page. The backtick form is the cheapest and the one to prefer in a loop; GetHashKey is the one to use when the name is in a variable.
How do I give a weapon in FiveM?
GiveWeaponToPed with the weapon hash, an ammo count, whether it is hidden, and whether to equip it. A weapon is not a model you spawn into the world — there is nothing to stream in and nothing to clean up — which is why the weapon rows on this page have no request-and-wait loop. If you want the damage, range, clip size and the components a weapon accepts, that is a separate page on this site.

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What we build when it is not free

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