breakAllBreakgroups
Definition
-- @/lua/ge/extensions/core/funstuff.lua:63
local function breakAllBreakgroups()
getPlayerVehicle(0):queueLuaCommand("beamstate.breakAllBreakgroups()")
return {"hide"}
end
Callers
@/ui/ui-vue/mockdata/inputBindings.js
"title": "ui.inputActions.gameplay.funBreak.title",
"onDown": "beamstate.breakAllBreakgroups()",
"order": 40,
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/breakgroup.lua
if self.pinIn.group.value == '*' then
veh:queueLuaCommand("beamstate.breakAllBreakgroups()")
else
@/lua/vehicle/beamstate.lua
local function breakAllBreakgroups()
for _, b in pairs(v.data.beams) do
@/ui/modules/apps/VehicleDebug/app.js
'' +
'
{{:: \'ui.apps.vehicleDebug.breakAll\' | translate}}' +
'
{{:: \'ui.apps.vehicleDebug.deflateTires\' | translate}}' +
$scope.breakAllBreakgroups = function () {
bngApi.activeObjectLua('beamstate.breakAllBreakgroups()')
}
@/lua/ge/extensions/gameplay/discover/discover_037.lua
vehicle:queueLuaCommand("fire.explodeVehicle()")
vehicle:queueLuaCommand("beamstate.breakAllBreakgroups()")
end
@/lua/ge/extensions/core/funstuff.lua
local function breakAllBreakgroups()
getPlayerVehicle(0):queueLuaCommand("beamstate.breakAllBreakgroups()")
return {"hide"}
vehicle:queueLuaCommand("fire.explodeVehicle()")
vehicle:queueLuaCommand("beamstate.breakAllBreakgroups()")
end