objectExistsById
Definition
-- @/=[C]:-1
function objectExistsById(...)
Callers
@/lua/ge/extensions/editor/trafficDebug.lua
for i = trafficAmount, trafficAmount + trafficAmountChange[0], -1 do
if trafficAiVehsList[i] and scenetree.objectExistsById(trafficAiVehsList[i]) then
getObjectByID(trafficAiVehsList[i]):delete()
for i = parkedAmount, parkedAmount + parkingAmountChange[0], -1 do
if parkedVehsList[i] and scenetree.objectExistsById(parkedVehsList[i]) then
getObjectByID(parkedVehsList[i]):delete()
if scenetree.objectExistsById(currId) then
im.Text("Information")
@/lua/ge/extensions/editor/trafficManager.lua
for _, id in ipairs(session.lightsSorted) do
if scenetree.objectExistsById(session.lights[id].spawnedObjectId or 0) then
scenetree.findObjectById(session.lights[id].spawnedObjectId):delete()
if not scenetree.objectExistsById(currInstance.spawnedObjectId or 0) then
im.SameLine()
if queueDelete then
if scenetree.objectExistsById(session.lights[currSelection.light].spawnedObjectId or 0) then
scenetree.findObjectById(session.lights[currSelection.light].spawnedObjectId):delete()
@/lua/ge/ge_utils.lua
scenetree.objectExistsById = function(objectId)
return Sim.objectExistsById(objectId)
end
@/lua/ge/extensions/freeroam/specialTriggers.lua
local valid = false
if scenetree.objectExistsById(vehId) and be:getObjectActive(vehId) then
if (trigger.subjectIds and arrayFindValueIndex(trigger.subjectIds, vehId)) or
@/lua/ge/extensions/freeroam/bigMapMode.lua
end
if not (iconRendererId and scenetree.objectExistsById(iconRendererId)) then
local iconRenderer = createObject("BeamNGWorldIconsRenderer")