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onVehicleSpawned

Definition


-- @/lua/ge/extensions/core/windowsConsole.lua:47

local function refreshCombo()
  if not enabled then return end
  consoleClearAvailableContexts()
  consoleAddAvailableContext('GE-Lua')
  local vehCount = be:getObjectCount()
  local playerVid = nil
  if vehCount > 0  then
    local playerVehicle = getPlayerVehicle(0)
    if playerVehicle and playerVehicle:getActive() then
      local name = "Current Vehicle - Lua"
      consoleAddAvailableContext(name)
      playerVid = playerVehicle:getID()
      nameVidMap[name] = playerVid
    end
    for i=0,vehCount-1 do
      local v = be:getObject(i)
      if v:getActive() then
        local vid = v:getID()
        if vid ~= playerVid then
          local name = getNameForVid(vid)
          consoleAddAvailableContext(name)
          nameVidMap[name] = v:getID()
        end
      end
    end
  end
  consoleAddAvailableContext('GE-TorqueScript')
  consoleAddAvailableContext('CEF/UI - JS')
end

Callers

@/lua/ge/extensions/core/vehicle/partmgmt.lua

local function onVehicleSpawned(vehID)
  -- Invalidate the rich part info on vehicle spawned
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua

local function onVehicleSpawned(id)
  removeVehicle(id)
@/lua/ge/extensions/gameplay/traffic.lua

local function onVehicleSpawned(id)
  if traffic[id] then -- if vehicle is replaced, update its traffic role and properties
@/lua/ge/extensions/flowgraph/nodes/vehicle/onVehicleSpawned.lua

function C:onVehicleSpawned(id)
  self.info.id = id
@/lua/ge/extensions/editor/vehicleDetailViewer.lua

local function onVehicleSpawned(vehicleId)
  -- recreate the views
@/lua/ge/extensions/core/couplerCameraModifier.lua

local function onVehicleSpawned(vehId)
  if vehId == objId1 or vehId == objId2 then -- This means that one of the coupled vehicles got replaced
@/lua/ge/extensions/freeroam/freeroam.lua

local function onVehicleSpawned(vehID)
  extensions.core_vehicle_partmgmt.resetVehicleHighlights(true, vehID)
@/lua/ge/extensions/gameplay/garageMode.lua

local function onVehicleSpawned(vehicleId)
  if not active then return end
@/lua/ge/extensions/tech/utils.lua

local function onVehicleSpawned(vid, veh)
  if vid ~= be:getPlayerVehicleID(0) then return end
@/lua/ge/extensions/core/checkpoints.lua

local function onVehicleSpawned(vehId)
  -- local vehicle = getObjectByID(vehId)
@/lua/ge/extensions/core/camera.lua

local function onVehicleSpawned(vid)
  addVehicleData(vid, getVehicleData())
@/lua/ge/extensions/gameplay/statistic.lua

local function onVehicleSpawned(vid, v)
end
@/lua/ge/extensions/gameplay/rally/recceApp.lua
--
-- local function onVehicleSpawned()
--   log('D', 'rally', 'onVehicleSpawned')
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua

local function onVehicleSpawned(id)
  removeVehicle(id)
@/lua/ge/extensions/campaign/exploration.lua

local function onVehicleSpawned(vehicleId)
  if not getExplorationActive() then
@/lua/ge/extensions/freeroam/dragRace.lua

local function onVehicleSpawned(vehicleID)
  if opponentVehicle and vehicleID == opponentVehicle:getID() then
@/lua/ge/extensions/editor/cosimulationSignalEditor.lua
-- Serialization function.
local function onVehicleSpawned(vid)
  isExecuting = false
@/lua/ge/extensions/util/precompileVehicles.lua

local function onVehicleSpawned(vehicleId)
    loaded = true
@/lua/ge/extensions/core/vehicle/mirror.lua

local function onVehicleSpawned(vid, veh)
  local vdata = extensions.core_vehicle_manager.getVehicleData(vid)
@/lua/ge/extensions/core/vehicle/colors.lua

local function onVehicleSpawned(vehId)
  -- We set the paint data in vehicleData to the correct thing because otherwise vehicleData will be wrong when loading into the garage
@/lua/ge/extensions/gameplay/rally.lua

local function onVehicleSpawned(vid, v)
  -- log('D', logTag, 'onVehicleSpawned')
@/lua/ge/extensions/core/trailerRespawn.lua

local function onVehicleSpawned(vehId)
  unregisterVehicle(vehId)
@/lua/ge/extensions/core/input/bindings.lua

local function onVehicleSpawned(vehId, veh)
  if M.autoAssignPlayersToDevices then
@/lua/ge/extensions/ui/vehicleVicinityApp.lua

local function onVehicleSpawned()
  couplerCache = {}
@/lua/ge/extensions/gameplay/rallyLoop.lua

-- local function onVehicleSpawned(vid, v)
  -- log('D', logTag, 'onVehicleSpawned')
@/lua/ge/extensions/editor/trafficManager.lua

local function onVehicleSpawned(vehId) -- whenever a vehicle gets spawned while the corresponding window is active, move it to the traffic session SimGroup
  if not session then return end