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executeAction

Definition


-- @/lua/ge/extensions/freeroam/vueBigMap.lua:140

-- Execute action callback by ID
local function executeAction(actionId)
  if M.actionFunctions[actionId] then
    M.actionFunctions[actionId]()
    return "success"
  else
    log("E", "", "Action function not found for ID: " .. tostring(actionId))
    return "error"
  end
end

Callers

@/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/gameplay/rally/loop/rallyLoopManager.lua
  if vehicle then
    core_vehicleBridge.executeAction(vehicle,'setFreeze', false)
  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
@/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/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/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/career/modules/delivery/vehicleOfferManager.lua
      -- turn vehicle off
      core_vehicleBridge.executeAction(veh,'setIgnitionLevel', 0)
      gameplay_rawPois.clear()
@/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/flowgraph/nodes/vehicle/setGearbox.lua
  if veh then
    core_vehicleBridge.executeAction(veh,'setGearboxMode', self.pinIn.mode.value)
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/fire/fire.lua
  end
  core_vehicleBridge.executeAction(veh,'interactFire', self.selected)
end
@/lua/ge/extensions/flowgraph/nodes/mission/postClean.lua

    core_vehicleBridge.executeAction(veh, 'setFreeze', false)
  end
@/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/setLightbar.lua
  if veh then
    core_vehicleBridge.executeAction(veh,'setLightbarMode', self.pinIn.mode.value)
  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/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/ge/extensions/core/vehicleBridge.lua

local function executeAction(veh, ...)
  if not veh then
  --end
  local cmd = string.format("extensions.gameplayInterface.executeAction(0,%d, %s)", id, table.concat(params, ", "))
  M.logCommand(veh, cmd)
@/lua/ge/extensions/freeroam/vueBigMap.lua
local function executePoiAction(actionId)
  executeAction(actionId)
end
@/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/vehicle/extensions/gameplayInterface.lua

local function executeAction(callbackId, id, action, ...)
  local result
@/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/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/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/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
@/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/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/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/flowgraph/nodes/vehicle/shiftToGearIndex.lua
  if veh then
    core_vehicleBridge.executeAction(veh,'shiftToGearIndex', self.pinIn.gear.value)
  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"))
@/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/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/flowgraph/nodes/vehicle/setLights.lua
  if veh then
    core_vehicleBridge.executeAction(veh,'setLightMode', self.pinIn.mode.value)
  end
@/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/career/modules/vehicleShopping.lua
  if dealershipToMoveTo then moveVehicleToDealership(newVeh, dealershipToMoveTo) end
  core_vehicleBridge.executeAction(newVeh,'setIgnitionLevel', 0)
@/lua/ge/extensions/freeroam/gasStations.lua
            else
              core_vehicleBridge.executeAction(veh,'setEnergyStorageEnergy', tank.name, tank.maxEnergy)
            end
@/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)
@/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/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)
@/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/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/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/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/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