executeAction
Definition
-- @/lua/ge/extensions/core/vehicleBridge.lua:106
local function executeAction(veh, ...)
if not veh then
log("E","","Tried executing action without a vehicle!")
return
end
local id = getNewCallbackId()
local params = {}
for k, p in ipairs({...}) do
params[k] = serialize(p)
end
--if params[1] == 'setFreeze' then
--print(debug.tracesimple())
--end
local cmd = string.format("extensions.gameplayInterface.executeAction(0,%d, %s)", id, table.concat(params, ", "))
M.logCommand(veh, cmd)
veh:queueLuaCommand(cmd)
end
Callers
@/lua/ge/extensions/core/recoveryPrompt.lua
if career_career and career_career.isActive() and not gameplay_walk.isWalking() and not gameplay_missions_missionManager.getForegroundMissionId() then
core_vehicleBridge.executeAction(getPlayerVehicle(0), 'createPartConditionSnapshot', "beforeTeleport")
core_vehicleBridge.executeAction(getPlayerVehicle(0), 'setPartConditionResetSnapshotKey', "beforeTeleport")
core_vehicleBridge.executeAction(getPlayerVehicle(0), 'createPartConditionSnapshot', "beforeTeleport")
core_vehicleBridge.executeAction(getPlayerVehicle(0), 'setPartConditionResetSnapshotKey', "beforeTeleport")
end
@/lua/vehicle/extensions/gameplayInterface.lua
local function executeAction(callbackId, id, action, ...)
local result
@/lua/ge/extensions/gameplay/discover/discover_037.lua
limoId = v:getID()
core_vehicleBridge.executeAction(v,'setIgnitionLevel', 0)
core_vehicleBridge.registerValueChangeNotification(v, "ignitionLevel")
end
core_vehicleBridge.executeAction(v, "controllerGameplayEvent", "controller:spinner", "setTargetRPMRatio", speed)
end
if veh[3] == "large_hamster_wheel" then
core_vehicleBridge.executeAction(v, "controllerGameplayEvent", "controller:hamster_wheel", "setTargetRPMRatio", 0.15)
end
@/lua/ge/extensions/flowgraph/nodes/career/setFuelLevel.lua
for _, tank in ipairs(self.fuelData) do
core_vehicleBridge.executeAction(veh,'setEnergyStorageEnergy', tank.name, tank.maxEnergy * self.pinIn.mult.value)
end
@/lua/ge/extensions/career/modules/fuel.lua
pushActionMap("Refueling")
core_vehicleBridge.executeAction(getPlayerVehicle(0), 'setIgnitionLevel', 0)
startAngularUI()
for index, tankData in ipairs(data or fuelData) do
core_vehicleBridge.executeAction(veh, 'setEnergyStorageEnergy', tankData.name, tankData.currentEnergy)
end
@/lua/ge/extensions/gameplay/rally/loop/rallyLoopManager.lua
if vehicle then
core_vehicleBridge.executeAction(vehicle,'setFreeze', false)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/freeze.lua
--veh:queueLuaCommand('controller.setFreeze('..(self.pinIn.freeze.value and '1' or '0')..')')
core_vehicleBridge.executeAction(veh,'setFreeze', self.pinIn.freeze.value)
end
@/lua/ge/extensions/career/modules/testDrive.lua
-- create part condition snapshot
core_vehicleBridge.executeAction(vehObj, 'createPartConditionSnapshot', "beforeTestDrive")
core_vehicleBridge.executeAction(vehObj, 'setPartConditionResetSnapshotKey', "beforeTestDrive")
core_vehicleBridge.executeAction(vehObj, 'createPartConditionSnapshot', "beforeTestDrive")
core_vehicleBridge.executeAction(vehObj, 'setPartConditionResetSnapshotKey', "beforeTestDrive")
setActive(true)
core_vehicleBridge.executeAction(vehObj, 'setFreeze', false)
extensions.hook('onTestDriveStarted')
core_vehicleBridge.executeAction(vehicle,'setIgnitionLevel', 0)
core_vehicleBridge.executeAction(vehicle, 'setFreeze', true)
core_vehicleBridge.executeAction(vehicle,'setIgnitionLevel', 0)
core_vehicleBridge.executeAction(vehicle, 'setFreeze', true)
@/lua/ge/extensions/career/modules/loanerVehicles.lua
local vehObj = scenetree.findObjectById(vehId)
core_vehicleBridge.executeAction(vehObj, 'initPartConditions', {}, offer.vehMileage or 0, 1, 1)
core_vehicleBridge.requestValue(vehObj,
@/lua/ge/extensions/core/quickAccess.lua
onSelect = function()
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setOtherVehiclesAIMode', "stop")
return {"hide"}
onSelect = function()
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setOtherVehiclesAIMode', "random")
return {"hide"}
onSelect = function()
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setOtherVehiclesAIMode', "flee")
return {"hide"}
onSelect = function()
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setOtherVehiclesAIMode', "chase")
return {"hide"}
onSelect = function()
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setOtherVehiclesAIMode', "follow")
return {"hide"}
onSelect = function()
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setAIMode', "disable")
return {"hide"}
if veh then
core_vehicleBridge.executeAction(veh,'setIgnitionLevel', 3)
end
@/lua/ge/extensions/flowgraph/nodes/mission/ARunForLife.lua
slowdownCar = false
core_vehicleBridge.executeAction(pl,'setFreeze', false)
end
function C:repairBuff()
core_vehicleBridge.executeAction(pl,'setFreeze', true)
self:deactivateBuff(self:getBuffByName("repair"))
@/lua/ge/extensions/career/modules/delivery/progress.lua
local veh = scenetree.findObjectById(vehId)
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
end
local veh = scenetree.findObjectById(vehId)
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
end
@/lua/ge/extensions/career/modules/delivery/general.lua
local veh = scenetree.findObjectById(vehId)
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
end
local veh = scenetree.findObjectById(vehId)
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
end
core_vehicleBridge.executeAction(veh, "setCargoContainers", updatePerVehicle[vehId] or {}, "updateAll")
core_vehicleBridge.executeAction(veh, 'setFreeze', true)
core_vehicleBridge.executeAction(veh, "setCargoContainers", updatePerVehicle[vehId] or {}, "updateAll")
core_vehicleBridge.executeAction(veh, 'setFreeze', true)
@/lua/ge/extensions/gameplay/missions/missionManager.lua
getObjectByID(id):setActive(1)
core_vehicleBridge.executeAction(getObjectByID(id), "setFreeze", false)
end
-- take snapshot
core_vehicleBridge.executeAction(vehObj, 'createPartConditionSnapshot', "beforeMission")
core_vehicleBridge.executeAction(vehObj, 'setPartConditionResetSnapshotKey', "beforeMission")
core_vehicleBridge.executeAction(vehObj, 'createPartConditionSnapshot', "beforeMission")
core_vehicleBridge.executeAction(vehObj, 'setPartConditionResetSnapshotKey', "beforeMission")
core_vehicleBridge.requestValue(vehObj, function()
-- auto unfreeze player vehicle
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
spawn.safeTeleport(veh, mission._startingInfo.vehPos, mission._startingInfo.vehRot, nil, nil, nil, nil, false)
@/gameplay/missions/gridmap_v2/delivery/004-obstaclecourse/script.lua
-- set the speed for the actual spinner vehicle
core_vehicleBridge.executeAction(veh, "controllerGameplayEvent", "controller:spinner", "setTargetRPMRatio", baseSpeed * dir)
end
@/lua/ge/extensions/freeroam/vueBigMap.lua
-- Execute action callback by ID
local function executeAction(actionId)
if M.actionFunctions[actionId] then
local function executePoiAction(actionId)
executeAction(actionId)
end
@/lua/ge/extensions/career/modules/inventory.lua
if not veh then return end
core_vehicleBridge.executeAction(veh, 'initPartConditions', vehicles[inventoryId].partConditions)
end
if vehInfo.partConditions then
core_vehicleBridge.executeAction(vehObj, 'initPartConditions', vehInfo.partConditions, 0, 1, 1)
if callback then
else
core_vehicleBridge.executeAction(vehObj, 'initPartConditions', {}, 0, 1, 1)
core_vehicleBridge.requestValue(vehObj, function(res) career_modules_inventory.updatePartConditions(nil, inventoryId, callback) end, 'ping')
local veh = core_vehicles.spawnNewVehicle(model, spawningOptions)
core_vehicleBridge.executeAction(veh,'setIgnitionLevel', 0)
local function setPartConditionResetSnapshot(veh, callback)
core_vehicleBridge.executeAction(veh, 'createPartConditionSnapshot', "beforeReset")
core_vehicleBridge.executeAction(veh, 'setPartConditionResetSnapshotKey', "beforeReset")
core_vehicleBridge.executeAction(veh, 'createPartConditionSnapshot', "beforeReset")
core_vehicleBridge.executeAction(veh, 'setPartConditionResetSnapshotKey', "beforeReset")
if callback then
@/lua/ge/extensions/career/modules/vehiclePerformance.lua
for _, tank in ipairs(ret[1]) do
core_vehicleBridge.executeAction(veh, 'setEnergyStorageEnergy', tank.name, tank.maxEnergy)
end
function()
core_vehicleBridge.executeAction(getObjectByID(vehId), 'startRecording', "power")
return true
recordingDataRequested = true
core_vehicleBridge.executeAction(getObjectByID(vehId),'stopRecording', "power")
core_vehicleBridge.requestValue(getObjectByID(vehId), function(ret)
core_camera.resetCamera(0)
core_vehicleBridge.executeAction(vehicle, 'startRecording', "lateralAcceleration")
return true
if cancelTestRequested then
core_vehicleBridge.executeAction(getObjectByID(vehId),'stopRecording', "lateralAcceleration")
util_stepHandler.skipToLastStepOrCallback()
recordingDataRequested = true
core_vehicleBridge.executeAction(getObjectByID(vehId),'stopRecording', "lateralAcceleration")
core_vehicleBridge.requestValue(getObjectByID(vehId), function(ret)
@/lua/ge/extensions/career/modules/vehicleShopping.lua
if dealershipToMoveTo then moveVehicleToDealership(newVeh, dealershipToMoveTo) end
core_vehicleBridge.executeAction(newVeh,'setIgnitionLevel', 0)
@/lua/ge/extensions/gameplay/garageMode.lua
if freezeVehicleCounter <= 0 then
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setFreeze', true)
freezeVehicleCounter = false
core_camera.setByName(0, "orbit", false)
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setIgnitionLevel', 0)
activateGarageMode()
core_gamestate.setGameState('freeroam','freeroam','freeroam')
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setFreeze', false)
local function stop()
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setIgnitionLevel', 3)
endGarageMode()
local playerVeh = getPlayerVehicle(0)
core_vehicleBridge.executeAction(playerVeh, 'setFreeze', false)
playerVeh:queueLuaCommand('ai.driveUsingPath({wpTargetList = {"garageExit"}})')
@/lua/ge/extensions/career/modules/delivery/vehicleOfferManager.lua
-- turn vehicle off
core_vehicleBridge.executeAction(veh,'setIgnitionLevel', 0)
gameplay_rawPois.clear()
@/lua/ge/extensions/core/vehicleBridge.lua
--end
local cmd = string.format("extensions.gameplayInterface.executeAction(0,%d, %s)", id, table.concat(params, ", "))
M.logCommand(veh, cmd)
@/lua/ge/extensions/flowgraph/nodes/vehicle/setIgnition.lua
if veh then
--core_vehicleBridge.executeAction(getPlayerVehicle(0),'setIgnitionLevel', 0)
core_vehicleBridge.executeAction(veh,'setIgnitionLevel', self.pinIn.mode.value)
--core_vehicleBridge.executeAction(getPlayerVehicle(0),'setIgnitionLevel', 0)
core_vehicleBridge.executeAction(veh,'setIgnitionLevel', self.pinIn.mode.value)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/shiftToGearIndex.lua
if veh then
core_vehicleBridge.executeAction(veh,'shiftToGearIndex', self.pinIn.gear.value)
end
@/lua/ge/extensions/flowgraph/nodes/mission/postClean.lua
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/setGearbox.lua
if veh then
core_vehicleBridge.executeAction(veh,'setGearboxMode', self.pinIn.mode.value)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/setLightbar.lua
if veh then
core_vehicleBridge.executeAction(veh,'setLightbarMode', self.pinIn.mode.value)
end
@/lua/ge/extensions/career/modules/partShopping.lua
sendShoppingDataToUI()
core_vehicleBridge.executeAction(getObjectByID(career_modules_inventory.getVehicleIdFromInventoryId(previewVehicle.id)),'setFreeze', true)
end
core_vehicleBridge.executeAction(getObjectByID(career_modules_inventory.getVehicleIdFromInventoryId(previewVehicle.id)),'setFreeze', true)
extensions.hook("onPartShoppingStarted")
core_vehicles.replaceVehicle(previewVehicle.model, spawnOptions, getCurrentVehicleObj())
core_vehicleBridge.executeAction(getCurrentVehicleObj(), 'initPartConditions', previewVehicle.partConditions, nil, nil, nil, career_modules_painting.getPrimerColor())
Engine.Audio.playOnce('AudioGui','event:>UI>Career>Buy_01')
core_vehicleBridge.executeAction(getObjectByID(career_modules_inventory.getVehicleIdFromInventoryId(previewVehicle.id)),'setFreeze', false)
extensions.hook("onPartShoppingTransactionComplete")
@/lua/ge/extensions/freeroam/gasStations.lua
else
core_vehicleBridge.executeAction(veh,'setEnergyStorageEnergy', tank.name, tank.maxEnergy)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/fire/fire.lua
end
core_vehicleBridge.executeAction(veh,'interactFire', self.selected)
end
@/lua/ge/extensions/gameplay/rally/loop/stagedCountdownUtils.lua
if veh then
core_vehicleBridge.executeAction(veh, 'setFreeze', true)
log('D', logTag, 'Vehicle frozen (staged)')
if veh then
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
log('D', logTag, 'Vehicle unfrozen')
@/lua/ge/extensions/career/modules/playerDriving.lua
spawn.safeTeleport(getObjectByID(vehId), playerVehObj:getPosition(), quatFromDir(playerVehObj:getDirectionVector()), nil, nil, nil, nil, false)
core_vehicleBridge.executeAction(getObjectByID(vehId),'setIgnitionLevel', 0)
elseif not vehInfo.timeToAccess and not career_modules_insurance_insurance.inventoryVehNeedsRepair(favoriteVehicleInventoryId) then
freeroam_bigMapMode.navigateToMission(nil)
core_vehicleBridge.executeAction(veh,'setIgnitionLevel', 0)
@/gameplay/missions/gridmap_v2/collection/002-blenderbowl/script.lua
core_vehicleBridge.executeAction(veh, "controllerGameplayEvent", "controller:spinner", "setTargetRPMRatio", spinnerSpeeds[id])
end
-- set the speed for the actual spinner vehicle
core_vehicleBridge.executeAction(veh, "controllerGameplayEvent", "controller:spinner", "setTargetRPMRatio", spinnerSpeeds[id])
end
@/lua/ge/extensions/career/modules/painting.lua
local vehPos = getPlayerVehicle(0):getPosition()
core_vehicleBridge.executeAction(getPlayerVehicle(0),'setFreeze', false)
gameplay_walk.setWalkingMode(true, walkingPositionBefore, quatFromDir(vehPos - walkingPositionBefore))
career_modules_inventory.enterVehicle(inventoryId)
core_vehicleBridge.executeAction(veh,'setFreeze', true)
@/gameplay/missions/gridmap_v2/aiRace/001-grindergrandprix/script.lua
core_vehicleBridge.executeAction(veh, "controllerGameplayEvent", "controller:spinner", "setTargetRPMRatio", spinnerSpeeds[id])
end
-- set the speed for the actual spinner vehicle
core_vehicleBridge.executeAction(veh, "controllerGameplayEvent", "controller:spinner", "setTargetRPMRatio", spinnerSpeeds[id])
end
@/lua/ge/extensions/career/modules/tuning.lua
local veh = getObjectByID(career_modules_inventory.getVehicleIdFromInventoryId(inventoryId))
core_vehicleBridge.executeAction(veh, 'setFreeze', true)
setupTether()
spawn.safeTeleport(veh, vehicleTransform.pos, vehicleTransform.rot, nil, nil, nil, nil, false)
core_vehicleBridge.executeAction(veh, 'setFreeze', true)
end
core_vehicleBridge.executeAction(getObjectByID(career_modules_inventory.getVehicleIdFromInventoryId(inventoryId)), 'setFreeze', false)
if tether then
@/lua/ge/extensions/career/modules/inspectVehicle.lua
local newVeh = core_vehicles.spawnNewVehicle(vehicleInfo.model_key, spawnOptions)
core_vehicleBridge.executeAction(newVeh,'setIgnitionLevel', 0)
core_vehicleBridge.executeAction(newVeh, 'setFreeze', true)
core_vehicleBridge.executeAction(newVeh,'setIgnitionLevel', 0)
core_vehicleBridge.executeAction(newVeh, 'setFreeze', true)
newVeh:queueLuaCommand(string.format("partCondition.initConditions(nil, %d, nil, %f)", vehicleInfo.Mileage, career_modules_vehicleShopping.getVisualValueFromMileage(vehicleInfo.Mileage)))
if veh then
core_vehicleBridge.executeAction(veh, 'setFreeze', freezePreviousVeh)
end
@/lua/ge/extensions/flowgraph/modules/vehicleModule.lua
for _, tank in ipairs(self.vehicles[id].storedEnergyStorage or {}) do
core_vehicleBridge.executeAction(veh, 'setEnergyStorageEnergy', tank.name, tank.currentEnergy)
end
@/lua/ge/extensions/core/funstuff.lua
local function openLatches()
core_vehicleBridge.executeAction(getPlayerVehicle(0), 'latchesOpen')
return {"hide"}
local function closeLatches()
core_vehicleBridge.executeAction(getPlayerVehicle(0), 'latchesClose')
return {"hide"}
for _, tank in ipairs(ret[1]) do
core_vehicleBridge.executeAction(veh,'setEnergyStorageEnergy', tank.name, tank.maxEnergy * level)
end
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua
if veh then
core_vehicleBridge.executeAction(veh,'setFreeze', freeze)
end
local veh = scenetree.findObjectById(currentStepParameters.plVehId)
core_vehicleBridge.executeAction(veh,'setFreeze', true)
if currentStepParameters.objective == "Simple crash" then -- if the objective is to crash once, freeze the player
core_vehicleBridge.executeAction(veh,'setFreeze', true)
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/setLights.lua
if veh then
core_vehicleBridge.executeAction(veh,'setLightMode', self.pinIn.mode.value)
end
@/lua/ge/extensions/career/modules/delivery/cargoScreen.lua
local veh = scenetree.findObjectById(vehId)
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
end
local veh = scenetree.findObjectById(vehId)
core_vehicleBridge.executeAction(veh, 'setFreeze', false)
end