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objectExists

Definition


-- @/=[C]:-1
function objectExists(...)

Callers

@/lua/ge/extensions/freeroam/specialTriggers.lua
      for name, data in pairs(v.objects) do
        local obj = scenetree.objectExists(name)
        if obj and v.stack > 0 then
@/lua/ge/extensions/core/trafficSignals.lua
  for _, objId in pairs(objData) do
    if scenetree.objectExists(objId) then
      if alsoDelete then
function SignalInstance:linkSignalObject(objId) -- links world objects that will be synced to this signal instance (typically traffic lights)
  if scenetree.objectExists(objId) then
    scenetree.findObjectById(objId):setDynDataFieldbyName('signalInstance', 0, self.name)
function SignalInstance:unlinkSignalObject(objId) -- unlinks world objects from this signal instance
  if scenetree.objectExists(objId) then
    scenetree.findObjectById(objId):setDynDataFieldbyName('signalInstance', 0, '')
@/lua/ge/extensions/editor/trafficManager.lua
local function checkSimGroup() -- checks the traffic session SimGroup and updates the session data if changes were found
  if not scenetree.objectExists(simGroupName) then return end
local function deleteSimGroup() -- deletes the existing traffic session SimGroup, and everything in it
  if scenetree.objectExists(simGroupName) then
    scenetree.findObject(simGroupName):delete()
local function createSimGroup() -- creates the traffic session SimGroup
  if not scenetree.objectExists(simGroupName) then
    local trafficSessionGroup = createObject("SimGroup")
  for id, data in pairs(session.vehicles) do
    if scenetree.objectExists(id) and not data.locked then
      getObjectByID(data.id):delete()
              if not commands.isFreeCamera() then
                if scenetree.objectExists(session.playerId or 0) then
                  be:enterVehicle(0, getObjectByID(session.playerId))
        if not session.vehicles[name] then -- TODO: simplify this
          if not scenetree.objectExists(simGroupName) then
            createSimGroup()
    for id, data in pairs(session.vehicles) do
      if scenetree.objectExists(id) and not data.locked then
        getObjectByID(data.id):queueLuaCommand('recovery.loadHome()')
      for _, veh in ipairs(getAllVehiclesByType()) do
        if not scenetree.objectExists(simGroupName) then
          createSimGroup()
            if obj then
              if not scenetree.objectExists(simGroupName) then
                createSimGroup()
    for i, nameId in ipairs(session[key]) do
      if scenetree.objectExists(nameId) then
        local obj = scenetree.findObject(nameId)

  if scenetree.objectExists(simGroupName) then
    editor.selectObjects({scenetree.findObject(simGroupName):getID()})

  if not scenetree.objectExists(simGroupName) then
    if session.active then
  if windows.vehicles.active or windows.signs.active then
    if not scenetree.objectExists(simGroupName) then
      createSimGroup()
@/lua/ge/ge_utils.lua
scenetree.objectExists = function(objectId)
  return Sim.objectExists(objectId)
end