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onVehicleActiveChanged

Definition


-- @/lua/ge/extensions/core/trailerRespawn.lua:141

local function onVehicleActiveChanged(vehId, active)
  -- sets the vehicle's trailer visibility state to match the owner
  if trailerReg[vehId] then
    getObjectByID(trailerReg[vehId].trailerId):setActive(active and 1 or 0)
    log("D", logTag, "Trailer "..tostring(trailerReg[vehId].trailerId).." active state set to "..tostring(active))

    if active then
      local vehCouplerOffset = core_vehicles.vehsCouplerOffset[vehId][trailerReg[vehId].node]
      local trailerCouplerOffset = core_vehicles.vehsCouplerOffset[trailerReg[vehId].trailerId][trailerReg[vehId].trailerNode]
      local vehCouplerTag = core_vehicles.vehsCouplerTags[vehId][trailerReg[vehId].node]
      spawn.placeTrailer(vehId, vehCouplerOffset, trailerReg[vehId].trailerId, trailerCouplerOffset, vehCouplerTag)
    end
  end
end

Callers

@/lua/ge/extensions/gameplay/traffic.lua

local function onVehicleActiveChanged(vehId, active)
  if traffic[vehId] and traffic[vehId].isAi then
@/lua/ge/extensions/gameplay/rallyLoop.lua

-- local function onVehicleActiveChanged(vehicleID, active)
  -- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/freeroam/specialTriggers.lua

local function onVehicleActiveChanged(vehId, active)
  if not M.active then return end
@/lua/ge/extensions/gameplay/rally.lua

local function onVehicleActiveChanged(vehicleID, active)
  -- log('D', logTag, 'onVehicleActiveChanged')
@/lua/ge/extensions/core/vehicleActivePooling.lua

local function onVehicleActiveChanged(vehId, active)
  for _, pool in pairs(pools) do
@/lua/ge/extensions/gameplay/parking.lua

local function onVehicleActiveChanged(vehId, active)
  if vehPool and parkedVehData[vehId] then