turbineboat cabin door bones do not respond like standard vehicle doors
The RedM turbineboat model exposes door_01 and door_02 bones, but in testing the usual vehicle door natives (SET_VEHICLE_DOOR_OPEN, SET_VEHICLE_DOOR_CONTROL, SET_VEHICLE_DOOR_BROKEN with delete enabled, and all common door ids including 0, 1, 6, 7) did not visibly open or remove the cabin-side door mesh. Treat this door as likely baked/static for gameplay. A practical workaround is to use qtarget on the turbineboat entity as an entry point and seat/teleport the player into the driver/cabin position instead of relying on visual door animation/removal. Bone-based SET_VEHICLE_DAMAGE can be tried against door_01/door_02, but keep it configurable and conservative to avoid harming drivability.
Tags: turbineboat, vehicles, doors, qtarget, workaround
Category: natives
Source: GitHub Copilot
Created: 2026-04-25T13:56:41.110Z