πŸš™ JamzVehicleImmersion – Realistic Driving & Cabin Pack [Standalone]

:sport_utility_vehicle: JamzVehicleImmersion – Realistic Driving & Cabin Pack [Standalone]

JamzVehicleImmersion is a fully standalone vehicle overhaul for FiveM, focused on realistic driving and in-car immersion.
It adds detailed systems like indicators, real window rolling, paddle shifters, seatbelts, crash fx, parking sensors, exhaust behaviour, interior controls, and more - all designed to make vehicles feel natural and responsive.

:link: YouTube Preview: JamzScripts
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introooogowan

:sparkles: FEATURES

:horizontal_traffic_light: Indicators & hazards

210 vehicles ship with a real 3D stalk / indicator prop

indicator-stalks

  • Left / Right / Hazards on are rebindable keys (by defaults: - = Backspace); players can change binds.
  • Clean UI: green :reverse_button: / :play_button: arrows + hazard icon, soft glow when active; preset or custom screen positioning, driver-only or whole car can see it.
  • SFX: separate click sounds for on/off, plus looping chime while indicators or hazards are on). Global mute for all SFX is a option.
  • Auto-cancel: turns off the blinker after making a turn.
  • Auto hazards on crash damage or panic stop. :collision:
  • Smooth fade of indicator

Indicator01

:cloud: Exhaust smoke

Particle exhaust tied to how the car is driven - not a constant smoke trail.

  • Cold engine = more smoke for a configurable window after start; damaged engine = heavier/darker smoke past a health threshold.
  • RPM, speed, rev limiter, and quick throttle taps all change how much shows; multi exhausts supported*

exhaustsmoke

:seat: Seatbelt

Visual Seatbelt Effect:
When a player buckles up, a seatbelt strap appears across their body.

Crash Ejection (Unbuckled Occupants):
Ejects unbuckled players during real collisions based on speed, deceleration, and impact force.
Supports all seats, with configurable ragdoll duration and ejection strength.

  • Seatbelt Warning:
    Plays a chime if the player drives without a seatbelt.
  • Blocks hopping out while strapped + shows a notification.
  • Motorcycles:
    Seatbelt use is blocked and a message is shown.
  • ox_lib-style progress ring while buckling
    (duration, position, cancel option, and animation are configurable).

seatbelt

:red_square: Brake & parking lights

Brake lights trigger when the car is crawling / nearly stopped (speed threshold in MPH).

  • Parking Mode: After the vehicle remains stationary for a set time, brake lights automatically turn off, giving a realistic parked appearance.

brakelight

:light_bulb:Interior light

Hold-to-toggle interior light (configurable hold time). and a optional driver-only restriction to prevent passengers from toggling the light.

light01

:window: Window rolling

  • Window Control: Use Left Ctrl + arrow keys to control each window (LF / RF / LR / RR, configurable).
  • Smooth roll animation between closed and open positions.
  • Optional restriction for factory-tinted vehicles to prevent rolling windows down.
  • Window break effects with synced glass particles so all players see the correct state (open or smashed).
  • Includes a large prebuilt vehicle list (~300 entries) with possible expansion.

windowrolign

:wheel: Steering wheel memory

  • Saves steering angle when a user leaves the car and restores it when they come back.

poswheel1

:handshake: Gear-shift animation

Hand animation when the game shifts gear, with different anims for LHD vs RHD vehicles.

  • Blacklist + auto-skip bikes / cycles.

gearchange

:up_arrow: Paddle shifters

  • 49 configured sports / super / truck models in Config.PaddleShifters.Vehiclesβ€”each gets two props (left = downshift tilt only, right = upshift tilt only).
  • Shift click SFX (upshift / downshift) with volume control; can be disabled.
  • Animation timing / easing for paddle travel is fully configurable.

padleshif

:camera_with_flash: Parking sensors & reverse camera

  • 3-ray rear cone: (center + Left & Right), distance and height configurable; can detect cars, peds, buildings, and props.
  • 4 distance bands: (safe β†’ critical); beeps get faster as they get closer.
  • Tier toggles: you can enable sensors for high/mid/low class lists independently (e.g. economy cars off, luxury on).
  • Reverse Camera: Optional toggleable rear camera with adjustable FOV and offset. Includes a CCTV-style view and supports per-vehicle camera offset configuration for fine-tuning.
    - Displays a small row of dots above the hazard UI to visually represent how close objects are.

prksensor1

:man_surfing: Smooth driving

  • Hold Left Shift (default): caps throttle / RPM for gentle acceleration.
  • Optional: only applies below a set speed.
  • Smooth braking while holding the same mode. deceleration rate and minimum speed floor configurable.

smoothdrivin

:motorway: Cruise control

  • Left Ctrl engages at current speed (dedicated in-car key handling so it’s reliable).
  • Won’t engage below a minimum km/h; shows speed in MPH or KM/H.
  • Drops on brake, handbrake, exit, or coming to a stop. each can ping a notification.
  • Vehicle Blacklist Available

curiiisecontrl

:level_slider: Handbrake

  • Default bind is SPACE to toggle.
    - Handbrake can start ON when they first get in a fresh car.
    - Must be nearly stopped to set it (~1 km/h max engage speed in default config).
  • Drive Lock: You can’t drive with the handbrake on β€” the vehicle is immobilized until it’s released. Optional warning chime (parking_brake_chime) plays when attempted.
  • Notifications: Uses ox_lib notifications for β€œEngaged,” β€œReleased,” β€œRelease it,” and β€œStop to set it” states (all messages fully configurable).
  • Short reach-down animation when toggling. progress ring optional (off by default, anim still plays).

handbraketoggle

  • Hill roll: if they exit on a slope with handbrake off, the car can roll (min angle 6.5Β°, short delay, then up to 20 s of roll)β€”optional notify β€œVehicle rolling! Handbrake was off.”
  • Audio: 3 vehicle tiers (Low / Mid / High) use distinct handbrake pull and release sounds. Mid tier is the default fallback. Includes a warning chime when the player tries to drive with the handbrake engaged.

handbrakerollijng

:door:Door chime

Plays one of 3 distinct chimes when a vehicle door is opened. Sound tier depends on vehicle class (Low / Mid / High), with a fallback if unclassified. Only triggers while the door is open. Skips non-car vehicles (bikes, boats, aircraft, etc.). Anti-spam cooldown ~0.9s by default.

Chime-ezgif.com-video-to-gif-converter

:sun_with_face: Sunroof

  • Sunroof: Use /sunroof or hold J to toggle the sunroof.
  • Plays open/close animation with matching sounds.
  • Optional auto-close on exit.
  • Supports configurable vehicle list with ready sunroof setups.

sunroof

:wheel: Wheel & tyre damage

Wheel Damage System: Each GTA vehicle class (0–21) has its own configurable damage multiplier.

  • Wheel hit strength is configurable.
    At critical wheel health: 4-wheel vehicles may lose a wheel (50% chance).
  • Optional support for bulletproof tyres settings.
  • When a wheel is lost, vehicle is either speed-limited (30 km/h default) or fully disabled (config option).
  • Spawns detached wheel + rim props using configurable models.
  • Excludes boats, aircraft, helicopters, and trains.

weeldamage

:baggage_claim: Airbags

Airbag System: Airbags deploy on hard impacts (~60 MPH+) or when vehicle damage passes a set threshold.

  • Removal: Airbags can be removed via a short ox_target interaction (~5s progress, β€œRemove Airbag”)
    Excludes bikes, bicycles, boats, aircraft, and helicopters, with optional model blacklist support.
  • Driver and passenger each get their own airbag prop with seat-based positioning.

airbag

:military_helmet: Helmet visor

  • Helmet Flip (F11): Toggle helmet visor with F11 (optional hold time, default is instant).
  • Syncs with animation so the visor changes at the correct point in the flip.
  • Includes built-in helmet mapping system linking helmet IDs to visor up/down variants for easy compatibility across helmets.

visor

:motorcycle: No auto helmet (bikes)

Auto Helmet Control: When enabled, prevents automatic helmet equipping when entering a motorcycle.

helmetvisor

:old_key: Ignition keys

  • Engine Key System: 247 vehicle spawn names mapped in Config.EngineKeys.Vehicles, each with a key prop (car_key_jmz) and separate in-ignition / out-of-ignition position & rotation per vehicle.
  • Exit Behaviour: Press F to exit while keeping the engine running. Hold F to exit with the engine automatically turning off (configurable).
  • Audio: Key turn on/off sounds with per-volume control.

engkeys

:cold_face: Cold engine / warmup

  • Cold Start System: After starting the engine, the vehicle runs in a warm-up phase (default ~20s) with reduced performance (~45% acceleration, ~60% top speed).
  • Warm Engine Memory: If the player re-enters within 5 minutes (default 300000 ms), the vehicle skips the cold start phase, with an optional β€œalready warm” message.
  • Custom notifications for cold start and warm-up completion.

warmup

:cloud: Drift & burnout smoke

  • Drift and burnout use different particle sets; size, density, cooldowns, min drift angle, and trail puffs behind the car are all tunable.
  • On dirt / sand / gravel surfaces: switches to dust-style smoke + optional rock kick-up particles (chances & durations in config).
  • Performance cap: max 100 trail puffs at once (default) so you can keep it cinematic without melting low PCs.

smke

:cloud_with_rain: Wipers

  • Cycles: Off β†’ Slow β†’ Mid β†’ Fast β†’ Off using the car’s bomb-bay doors. (only on custom vehicles that support this feature - gta5-mods.com).
  • Rain auto-on with a default Mid speed when weather is wet.
  • Default sweep & pause timings per speed; each car can override all four delays.
  • Colour-coded ox_lib notifications

wipas

:vibration_mode: Speed shake

Speed Shake: Adds camera shake when driving above set speed. (Default = 80 MPH). Intensity and update rate are configurable.

speedvib

:collision: Crash effects

  • Crash Impact System: Different impact effects based on crash severity (light, medium, heavy), with cooldown to prevent spam.
  • Effects scale up per tier: camera shake, blur, vignette, screen effects, sound distortion, and particle impacts.
  • Light impacts are mostly visual, while heavier crashes add full audio + stronger effects.

LIGHT:
lightcrash
MID:
midcrash
HIGH:
hihcrahs

:cloud_with_lightning_and_rain: Mud & rain wash

  • Dirt System: Tracks what surface the vehicle is driving on (sand, mud, grass, gravel, snow, etc.) and gradually adds dirt while moving.
  • Rain slowly cleans the vehicle over time.
  • Only applies while the vehicle is moving, so parked cars don’t get dirty from sitting still.

dirtandrain

:framed_picture: Upscaled textures

657 total upscaled texture files (548 vehicle veh-ytd dictionaries + shared dictionaries).
sharper in-game detail where those files applyβ€”things like interior panels, wear/scrapes, dirt, dials, logos, and liveries

HDtext

:movie_camera: Cinematic First Person Driving Camera

Cinematic First Person Camera: Realistic driver view with G-force head movement and dynamic FOV.
Reacts to acceleration, braking, and turning, with subtle engine shake.
Supports free look with automatic recentering for a natural in-seat feel.

cinematic-camera

:green_circle: Tier lists (economy / mid / luxury)

  • Vehicle Tier System: Three built-in spawn-name lists: Low, Mid, and High.
  • Includes 116 Low Β· 359 Mid Β· 181 High (656 total classified GTA spawn names).
  • These tiers control overall vehicle feel β€” including door chimes, handbrake sounds, and parking sensor availability β€” giving each class a - consistent β€œeconomy / mid / luxury” experience without needing separate scripts.

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:hammer_and_wrench: Dependencies

Make sure you have all of these installed and properly configured before using the script! :high_voltage:

:puzzle_piece: UI & Libraries

:books: Ox_Lib β†’ Download

:musical_note: Sound System

:speaker_high_volume: XSound β†’ Required for suppression sound effects (ringing, muffled, crack sounds)

:bullseye: Target (optional)

:blue_circle: ox_target

:gear: Framework

:white_check_mark: None required β€” resource is standalone (QB / ESX / Qbox / custom work all fine).

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:money_with_wings: PURCHASE

:money_bag: Price: $55
:shopping_bags: Store: https://jamzscripts.tebex.io/
:play_button: Demo Video: YouTube Preview

:rocket: Make your RP server elite today.

Code is accessible No
Subscription-based No
Lines (approximately) 11,000Β±
Requirements ox_lib + xsound + ox_target (optional)
Support Yes
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