spawnNewVehicle
Definition
-- @/lua/ge/extensions/core/vehicles.lua:1762
-- called by the UI directly
local function spawnNewVehicle(modelName, opt)
local state = {
initVehCollection = initVehicleCollection(),
vehsToReuse = {},
}
resetVehicleCollection(state.initVehCollection)
-- Get the config data
opt = deepcopy(opt) or {}
prepareConfigData(modelName, opt)
local vehs = _spawnNewVehicle(modelName, opt.config, state, opt, 1)
local vehCollection = deepcopy(state.initVehCollection)
buildInitVehCollectionCache(state.initVehCollection, vehCollection)
if type(vehs) == 'table' then
return vehs[1], vehs
else
return vehs, {vehs}
end
end
Callers
@/lua/ge/extensions/gameplay/walk.lua
local config = career_career and career_career.isActive() and "vehicles/unicycle/without_mesh.pc"
unicycle = extensions.core_vehicles.spawnNewVehicle("unicycle", {pos = pos, visibilityPoint = visibilityPoint, removeTraffic = false, config = config})
end
@/lua/ge/extensions/editor/trafficManager.lua
core_vehicles.spawnNewVehicle(vehSelector.model, spawnOptions)
else -- multiple vehicle spawn
core_vehicles.spawnNewVehicle(currVeh.jbeam, spawnOptions)
end
core_vehicles.spawnNewVehicle(signSelector.model, spawnOptions)
end
@/lua/ge/extensions/core/levels.lua
local vehicle = core_vehicles.spawnNewVehicle(model, options)
if not vehicle then
@/lua/ge/extensions/core/funstuff.lua
else
core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions.config)
end
@/lua/ge/extensions/gameplay/drift/stuntZones/hitPole.lua
spawningOptions.autoEnterVehicle = false
self.activeData.veh = core_vehicles.spawnNewVehicle(model, spawningOptions)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veCrashTester.lua
local veh = core_vehicles.spawnNewVehicle(randomVehData.model.key, {pos = spawnPos, rot = startDir})
veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
@/lua/ge/spawn.lua
options.rot = quat(spawnPoint:getRotation()) * quat(0,0,1,0)
player = core_vehicles.spawnNewVehicle(vehicleModel, options)
end
@/lua/ge/extensions/career/modules/inspectVehicle.lua
spawnOptions.autoEnterVehicle = false
local newVeh = core_vehicles.spawnNewVehicle(vehicleInfo.model_key, spawnOptions)
core_vehicleBridge.executeAction(newVeh,'setIgnitionLevel', 0)
@/lua/ge/extensions/freeroam/dragRace.lua
options.vehicleName = opponentVehicleName
opponentVehicle = core_vehicles.spawnNewVehicle(selection.model, options)
if cinematicCam == true then
@/lua/ge/extensions/gameplay/drift/stuntZones/nearPole.lua
spawningOptions.autoEnterVehicle = false
self.activeData.veh = core_vehicles.spawnNewVehicle(model, spawningOptions)
@/lua/ge/extensions/gameplay/discover/newPlayerExperience.lua
spawningOptions.autoEnterVehicle = i == 1
local v = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
end
spawningOptions.autoEnterVehicle = i == 1
local v = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
if i <= 3 then
spawningOptions.autoEnterVehicle = i == 1
core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
end
spawningOptions.autoEnterVehicle = i == 1
local veh = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
--veh.playerUsable = i <= 2
spawningOptions.autoEnterVehicle = i == 1
local v = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
end
@/lua/ge/extensions/scenario/scenarios.lua
else
spawnedVehicle = core_vehicles.spawnNewVehicle(scenario.userSpawningData.model, scenario.userSpawningData.options)
end
--Add set to correct Loading spot. if not the new car spawns at 0,0,0 (more likely at a random place)
core_vehicles.spawnNewVehicle(scenario.userSpawningData.model, scenario.userSpawningData.options)
end
local spawningData = createPlayerSpawningData(vehicleData.model, vehicleData.config, vehicleData.color, vehicleData.licenseText, vehicleName, startingData.pos, startingData.rot)
core_vehicles.spawnNewVehicle(spawningData.model, spawningData.options)
else
@/lua/ge/extensions/scenario/quickRace.lua
vehicle = fillVehicleSpawnOptionDefaults(vehicle.model, vehicle)
local veh = core_vehicles.spawnNewVehicle(vehicle.model, vehicle)
@/lua/ge/extensions/tech/techCore.lua
else
veh = core_vehicles.spawnNewVehicle(model, options)
end
@/lua/ge/extensions/core/dynamicProps.lua
spawningOptions.autoEnterVehicle = false
local vehId = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions):getId()
@/lua/ge/extensions/gameplay/missions/missionManager.lua
spawningOptions.autoEnterVehicle = true
step.veh = core_vehicles.spawnNewVehicle(model, spawningOptions)
end
spawningOptions.autoEnterVehicle = true
step.veh = core_vehicles.spawnNewVehicle("etkc", spawningOptions)
end
@/lua/ge/extensions/campaign/exploration.lua
spawningPlayer = spawningData
core_vehicles.spawnNewVehicle(spawningPlayer.model, spawningPlayer.options)
@/lua/ge/extensions/career/modules/vehicleShopping.lua
spawnOptions.autoEnterVehicle = false
local newVeh = core_vehicles.spawnNewVehicle(vehicleInfo.model_key, spawnOptions)
if dealershipToMoveTo then moveVehicleToDealership(newVeh, dealershipToMoveTo) end
@/lua/ge/extensions/ui/vehicleSelector/vehicleOperations.lua
local sanitizedOptions = sanitizeVehicleSpawnOptions(modelKey, options)
local vehicle = core_vehicles.spawnNewVehicle(modelKey, sanitizedOptions)
extensions.hook("onVehicleSelectorSpawnNew", modelKey, configKey, paintName1, paintName2, paintName3)
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
local spawnRot = getCameraQuat()
local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = spawnRot})
veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
@/lua/ge/extensions/career/modules/inventory.lua
vehicleData.autoEnterVehicle = false
vehObj = core_vehicles.spawnNewVehicle(carModelToLoad, vehicleData)
end
spawningOptions.autoEnterVehicle = false
local veh = core_vehicles.spawnNewVehicle(model, spawningOptions)
core_vehicleBridge.executeAction(veh,'setIgnitionLevel', 0)
@/lua/ge/extensions/util/stepHandler.lua
local options = step.options
step.veh = core_vehicles.spawnNewVehicle(options.model, options)
if not step.veh then
@/lua/ge/extensions/gameplay/discover/discover_038.lua
spawningOptions.autoEnterVehicle = true
local vehicle = core_vehicles.spawnNewVehicle("unicycle", spawningOptions)
@/lua/ge/extensions/core/vehicles.lua
return spawnNewVehicle(veh.JBeam, options)
end
else
spawnNewVehicle(data.model, {config = pathDefaultConfig, licenseText = data.licenseName})
end
else
spawnNewVehicle(M.defaultVehicleModel, {})
end
@/lua/ge/extensions/gameplay/discover/discover_037.lua
spawningOptions.autoEnterVehicle = i == 1
local v = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
if i == 1 then
end
local v = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
if veh[3] == "large_spinner" then
end
local v = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
if i > 1 then
end
local veh = core_vehicles.spawnNewVehicle(model, options)
local windVec = vec3(25+random()*10,0,0)
spawningOptions.safeSpawn = false
local v = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
table.insert(seq, util_stepHandler.makeStepReturnTrueFunction(function()
spawningOptions.safeSpawn = false
local v = core_vehicles.spawnNewVehicle(spawningOptions.model, spawningOptions)
table.insert(seq, util_stepHandler.makeStepReturnTrueFunction(function()
@/lua/ge/extensions/career/modules/rentals.lua
spawnOptions.autoEnterVehicle = false
local currRentalVeh = core_vehicles.spawnNewVehicle(vehicleInfo.model_key, spawnOptions)
--Start tracking kms
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veVehicleSpawner.lua
local spawnPos = startPos + startDir * vec3(10 * (i - 1), 0, 0)
local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = startDir})
veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
local spawnRot = getCameraQuat()
local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = spawnRot})
veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
@/lua/ge/extensions/editor/scriptAIEditor.lua
for k, data in pairs(vehicles) do
local _ = core_vehicles.spawnNewVehicle(data.jBeam, { pos = spawnPositions[ctr], config = data.config })
ctr = ctr + 1
@/lua/ge/extensions/flowgraph/nodes/vehicle/spawnVehicle.lua
else
self.veh = core_vehicles.spawnNewVehicle(self.spawningOptions.model, self.spawningOptions)
self.mgr:logEvent("Vehicle Spawned ".. dumps(self.pinIn.model.value), "I", "A Vehicle " ..dumps(self.pinIn.model.value) .. " was spawned.", {type = "node", node = self})