Car Window: Difference between revisions

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{{languages|Car Window}}
{{Header|Project Zomboid|Vehicles|Vehicle parts}}
{{header|The Game World|Items|type=Mechanic|version=Version 39|incver=67.5}}{{Stub}}{{Infobox normal
{{Page version|41.78.16}}
|display_name = Windshield
{{About|vehicle windows|building windows|Window|the business|Window (business)}}
|name_colour = mechanics
{{Infobox vehicle part
|text_colour = mechanics
|name=Window/Windshield
|image = CarWindshield.png
|model=CarWindshield_Model.png
|weight = 8.0
|icon=SideWindow.png
|primary_use = Protects from [[Zombie]]s.
|icon_name=Front Window
|class_name = [[#Item IDs|Item IDs]]
|model2=CarWindshield_Model.png
}}{{Infobox normal
|icon2=SideWindow.png
|display_name = Rear Windshield
|icon_name2=Rear Window
|name_colour = mechanics
|model3=CarWindshield_Model.png
|text_colour = mechanics
|icon3=CarWindshield.png
|image = CarWindshield.png
|icon_name3=Front Windshield
|weight = 8.0
|model4=CarWindshield_Model.png
|primary_use = Protects from [[Zombie]]s.
|icon4=CarWindshield.png
|class_name = [[#Item IDs|Item IDs]]
|icon_name4=Rear Windshield
}}{{Infobox normal
|category=Vehicle Maintenance
|display_name = Front Window
|weight=3
|name_colour = mechanics
|weight_text=<small>(window)</small>
|text_colour = mechanics
|weight2=8
|image = SideWindow.png
|weight_text2=<small>(windshield)</small>
|weight = 3.0
|function=Protects against [[zombies]]
|primary_use = Protects from [[Zombie]]s.
|tool=[[Screwdriver]]
|class_name = [[#Item IDs|Item IDs]]
|skill=[[Mechanics]] {{Tooltip|3, 5|Window, Windshield}}
}}{{Infobox normal
|chance_damaged=20
|display_name = Rear Window
|item_id=Base.Windshield1
|name_colour = mechanics
|item_id2=Base.RearWindshield1
|text_colour = mechanics
|item_id3=Base.FrontWindow1
|image = SideWindow.png
|item_id4=Base.RearWindow1
|weight = 3.0
|item_id_more=Item IDs
|primary_use = Protects from [[Zombie]]s.
}}
|class_name = [[#Item IDs|Item IDs]]
A '''window''' or '''windshield''' is an [[Items|item]] forming part of a [[Vehicles|vehicle]]. It can be found in four different variants, '''windshield''', '''rear windshield''', '''front window''' and '''rear window'''. They secure the vehicle against zombies and players. If they take too much damage, they will break.
}}A '''car window''' is an [[items|item]] forming part of a [[vehicles|vehicle]], and can be found in four different variants, '''windshield''', '''rear windshield''', '''front window''' and '''rear window'''.


==Usage==
==Usage==
A windshield is fitted onto the front of a vehicle, rear windshield on the back, with front and rear windows on the side. Having a fitted car window will protect the player from [[zombie]] attacks, so long as the window isn't open. If a window sustains enough damage, it will eventually break, leaving the player susceptible to attacks.  
===Installing/Uninstalling===
Windows can be installed and removed with a [[screwdriver]]. Each level of [[mechanics]] will decrease the chance of causing damage and increase the chance of success. The recommended level will result in no damage, and 100% chance of success, which is level 3 for side windows, and 5 for front and rear windshields. They can be smashed to remove them quicker, however the part will not be recovered.


Having car windows fitted in a [[multiplayer]] game prevents other players from accessing the vehicle and potentially [[Vehicles Guide#Hot-wiring|hot-wiring]] it.  
It is not possible to mix types of vehicle parts. For example, a ''standard'' class window or windshield cannot be fitted onto a ''sport'' vehicle.


A car window can be smashed, allowing the player to open a locked [[Car Door|car door]].
A [[Car Door|door]] must be installed before a side window can be installed to a vehicle, and a window must be removed before a door can be installed.
 
===Securing vehicle===
Having car windows fitted in a [[multiplayer]] game prevents other players from accessing the vehicle and potentially [[Vehicles#Hot-wiring|hot-wiring]] it. However, players can still smash the window and gain access. Therefore, it is highly recommended to store [[vehicles]] in a secure safehouse if possible.
 
As long as the window is up, zombies will not be able to attack the occupants. However, zombie attacks can break windows given enough time, so it is not recommended to let zombies near the windows when parked.
 
===Vehicular combat===
Windows can also be manually opened and closed, at the risk of allowing zombies to attack the occupants. However, opening the window allows the player to shoot from inside the vehicle whilst driving or when stationary. You will need either a [[Weapons#Handguns|handgun]], [[Weapons#Shotguns|shotgun]] or a [[Weapons#Rifles|rifle]] equipped to be able to do this. Press and hold down the right mouse button to aim your weapon, and press the left mouse button to fire.
 
===Temperature control===
Opening the windows can also cool down the vehicle. However, it may be more effective to use the vehicle's [[heater]] to do this.
 
==Condition==
A window's condition will decrease if the vehicle crashes into something, or if a zombie or player attacks the window. Windows can be instantly smashed by players, even without a weapon.
 
Car windows cannot be repaired, meaning the only way to acquire stronger windows is to salvage them from other vehicles.


==Item IDs==
==Item IDs==
{| class="wikitable"
{| class="wikitable theme-red"
!width=170px|Vehicle type
!Item
!width=170px|Class name
!width=170px|Class name
!width=100px|Vehicle type
|-
|-
!colspan=2|Windshield
|rowspan=3|Windshield
|-
|Standard
|Standard
|Base.Windshield1
|Base.Windshield1
Line 57: Line 73:
|Base.Windshield3
|Base.Windshield3
|-
|-
!colspan=2|Rear Windshield
|rowspan=3|Rear Windshield
|-
|Standard
|Standard
|Base.RearWindshield1
|Base.RearWindshield1
Line 68: Line 83:
|Base.RearWindshield3
|Base.RearWindshield3
|-
|-
!colspan=2|Front Window
|rowspan=3|Front Window
|-
|Standard
|Standard
|Base.FrontWindow1
|Base.FrontWindow1
Line 79: Line 93:
|Base.FrontWindow3
|Base.FrontWindow3
|-
|-
!colspan=2|Rear Window
|rowspan=3|Rear Window
|-
|Standard
|Standard
|Base.RearWindow1
|Base.RearWindow1
Line 90: Line 103:
|Base.RearWindow3
|Base.RearWindow3
|}
|}
==Distribution==
The loot distributions can be found in the table(s) below.
<!--BOT FLAG|Windshield1|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Windshield1 distribution
        <span class="mw-customtoggle-togglebox-Windshield1" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Windshield1">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |-
    | mechanic
    | {{ll|crate}}
    | 41.14%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Windshield1" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Windshield1|41.78.16-->
<!--BOT FLAG|Windshield2|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Windshield2 distribution
        <span class="mw-customtoggle-togglebox-Windshield2" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Windshield2">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |-
    | mechanic
    | {{ll|crate}}
    | 41.14%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Windshield2" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Windshield2|41.78.16-->
<!--BOT FLAG|Windshield3|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>Windshield3 distribution
        <span class="mw-customtoggle-togglebox-Windshield3" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-Windshield3">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |-
    | mechanic
    | {{ll|crate}}
    | 41.14%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-Windshield3" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|Windshield3|41.78.16-->
<!--BOT FLAG|RearWindshield1|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>RearWindshield1 distribution
        <span class="mw-customtoggle-togglebox-RearWindshield1" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-RearWindshield1">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |-
    | mechanic
    | {{ll|crate}}
    | 41.14%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-RearWindshield1" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|RearWindshield1|41.78.16-->
<!--BOT FLAG|RearWindshield2|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>RearWindshield2 distribution
        <span class="mw-customtoggle-togglebox-RearWindshield2" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-RearWindshield2">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |-
    | mechanic
    | {{ll|crate}}
    | 41.14%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-RearWindshield2" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|RearWindshield2|41.78.16-->
<!--BOT FLAG|RearWindshield3|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>RearWindshield3 distribution
        <span class="mw-customtoggle-togglebox-RearWindshield3" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-RearWindshield3">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |-
    | mechanic
    | {{ll|crate}}
    | 41.14%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-RearWindshield3" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|RearWindshield3|41.78.16-->
<!--BOT FLAG|FrontWindow1|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>FrontWindow1 distribution
        <span class="mw-customtoggle-togglebox-FrontWindow1" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-FrontWindow1">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-FrontWindow1" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|FrontWindow1|41.78.16-->
<!--BOT FLAG|FrontWindow2|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>FrontWindow2 distribution
        <span class="mw-customtoggle-togglebox-FrontWindow2" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-FrontWindow2">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-FrontWindow2" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|FrontWindow2|41.78.16-->
<!--BOT FLAG|FrontWindow3|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>FrontWindow3 distribution
        <span class="mw-customtoggle-togglebox-FrontWindow3" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-FrontWindow3">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-FrontWindow3" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|FrontWindow3|41.78.16-->
<!--BOT FLAG|RearWindow1|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>RearWindow1 distribution
        <span class="mw-customtoggle-togglebox-RearWindow1" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-RearWindow1">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-RearWindow1" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|RearWindow1|41.78.16-->
<!--BOT FLAG|RearWindow2|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>RearWindow2 distribution
        <span class="mw-customtoggle-togglebox-RearWindow2" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-RearWindow2">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-RearWindow2" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|RearWindow2|41.78.16-->
<!--BOT FLAG|RearWindow3|41.78.16-->
{{Clear}}
<div class="togglebox theme-red">
    <div>RearWindow3 distribution
        <span class="mw-customtoggle-togglebox-RearWindow3" title="{{int:show}} / {{int:hide}}" style="float: right; padding-right: 30px; padding-top: 4px; font-size: 0.7em; font-weight: normal;">{{int:show}} / {{int:hide}}</span></div>
    <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-togglebox-RearWindow3">
    Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the [[lucky]] and [[unlucky]] traits.    <div class="toggle-content">
<div class="pz-container">
<div id="containers" style="flex-basis: 30%;">
    {| class="wikitable theme-red sortable" style="margin-right: 15px; width: 95%;"
    |+ {{ll|Containers}}
    ! Building/Room
    ! Container
    ! Effective chance
    |-
    | mechanic
    | {{ll|crate}}
    | 23.28%
    |}
</div>
    </div><div style="clear: both;"></div>
    </div></div><div class="toggle large mw-customtoggle-togglebox-RearWindow3" title="{{int:show}}/{{int:hide}}"></div></div>
<!--END BOT FLAG|RearWindow3|41.78.16-->
==Trivia==
It was briefly possible to use [[Weapons#Melee weapons|melee]] weapons to attack from inside the vehicle, but it was disabled in build Hotfix [[Build 41|41.78.12]]<ref>[https://theindiestone.com/forums/index.php?/topic/61699-4178-released/ 41.78 Released - PZ Updates - The Indie Stone Forums]</ref>.


==See also==
==See also==
*[[Vehicles Guide]]
*[[Mechanics]]
*[[Mechanics|Mechanics Guide]]
*[[Vehicles]]
 
==References==
<references />


{{clear}}
{{Navbox vehicles}}


[[Category:Vehicles and Mechanics (Project)]]
[[Category:Vehicles and Mechanics (Project)]]

Latest revision as of 04:48, 5 May 2024

UI Tick.png
This page has been revised for the current stable version (41.78.16).
Help by adding any missing content. [edit]
PlushSpiffo.pngThis article is about vehicle windows. For building windows, see Window. For the business, see Window (business).
Window/Windshield
CarWindshield Model.png
CarWindshield Model.png
CarWindshield Model.png
CarWindshield Model.png
General
Category
Vehicle Maintenance
Encumbrance
Moodle Icon HeavyLoad.png
3 (window)
8 (windshield)
Function
Protects against zombies
Properties
Chance damaged
20%
Install/Uninstall
Tool(s)
Recommended level
Technical
Item ID
Base.Windshield1
Base.RearWindshield1
Base.FrontWindow1
Base.RearWindow1

[See all]

A window or windshield is an item forming part of a vehicle. It can be found in four different variants, windshield, rear windshield, front window and rear window. They secure the vehicle against zombies and players. If they take too much damage, they will break.

Usage

Installing/Uninstalling

Windows can be installed and removed with a screwdriver. Each level of mechanics will decrease the chance of causing damage and increase the chance of success. The recommended level will result in no damage, and 100% chance of success, which is level 3 for side windows, and 5 for front and rear windshields. They can be smashed to remove them quicker, however the part will not be recovered.

It is not possible to mix types of vehicle parts. For example, a standard class window or windshield cannot be fitted onto a sport vehicle.

A door must be installed before a side window can be installed to a vehicle, and a window must be removed before a door can be installed.

Securing vehicle

Having car windows fitted in a multiplayer game prevents other players from accessing the vehicle and potentially hot-wiring it. However, players can still smash the window and gain access. Therefore, it is highly recommended to store vehicles in a secure safehouse if possible.

As long as the window is up, zombies will not be able to attack the occupants. However, zombie attacks can break windows given enough time, so it is not recommended to let zombies near the windows when parked.

Vehicular combat

Windows can also be manually opened and closed, at the risk of allowing zombies to attack the occupants. However, opening the window allows the player to shoot from inside the vehicle whilst driving or when stationary. You will need either a handgun, shotgun or a rifle equipped to be able to do this. Press and hold down the right mouse button to aim your weapon, and press the left mouse button to fire.

Temperature control

Opening the windows can also cool down the vehicle. However, it may be more effective to use the vehicle's heater to do this.

Condition

A window's condition will decrease if the vehicle crashes into something, or if a zombie or player attacks the window. Windows can be instantly smashed by players, even without a weapon.

Car windows cannot be repaired, meaning the only way to acquire stronger windows is to salvage them from other vehicles.

Item IDs

Item Class name Vehicle type
Windshield Standard Base.Windshield1
Heavy-Duty Base.Windshield2
Sport Base.Windshield3
Rear Windshield Standard Base.RearWindshield1
Heavy-Duty Base.RearWindshield2
Sport Base.RearWindshield3
Front Window Standard Base.FrontWindow1
Heavy-Duty Base.FrontWindow2
Sport Base.FrontWindow3
Rear Window Standard Base.RearWindow1
Heavy-Duty Base.RearWindow2
Sport Base.RearWindow3

Distribution

The loot distributions can be found in the table(s) below.

Windshield1 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
mechanic crate 41.14%
Windshield2 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
mechanic crate 41.14%
Windshield3 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
mechanic crate 41.14%
RearWindshield1 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
mechanic crate 41.14%
RearWindshield2 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
mechanic crate 41.14%
RearWindshield3 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
mechanic crate 41.14%
FrontWindow1 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
FrontWindow2 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
FrontWindow3 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
RearWindow1 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
RearWindow2 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%
RearWindow3 distribution Show / Hide
Effective chance calculations are based off of default loot settings, and median zombie density. The higher the density of zombies in an area, the higher the effective chance of an item spawning. Chance is also influenced by the lucky and unlucky traits.
Containers
Building/Room Container Effective chance
mechanic crate 23.28%

Trivia

It was briefly possible to use melee weapons to attack from inside the vehicle, but it was disabled in build Hotfix 41.78.12[1].

See also

References