processVehicles
Definition
-- @/lua/ge/extensions/gameplay/parking.lua:572
local function activate(vehIds, ignoreScatter) -- activates a group of vehicles, to allow them to teleport to new parking spots
setState(true)
if not sites or not vehIds then
setState(false)
return
end
for _, id in ipairs(vehIds) do
insertVehicle(id)
end
if not parkedVehIds[1] then
setState(false)
return
end
if worldLoaded and not ignoreScatter then
scatterParkedCars(vehIds)
end
extensions.hook("onParkingVehiclesActivated", parkedVehIds)
local amount, activeAmount = getParkedCarsAmount(), getParkedCarsAmount(true)
log('I', logTag, string.format('Parking system started with %d active / %d total vehicles', activeAmount, amount))
end
Callers
@/lua/ge/extensions/flowgraph/nodes/mission/preClean.lua
function C:workOnce()
self.mgr.modules.mission:processVehicles({keepPlayer = self.pinIn.keepPlayer.value, keepTraffic = self.pinIn.keepTraffic.value})
self.pinOut.vehId.value = self.mgr.modules.mission:getOriginalPlayerId() or be:getPlayerVehicleID(0)
@/lua/ge/extensions/flowgraph/modules/trafficModule.lua
function C:activateParkedCars(vehList)
gameplay_parking.processVehicles(vehList)
self:updateParkedCarsState()
if self.parkedCarsActive then
gameplay_parking.processVehicles()
self:updateParkedCarsState()
@/lua/ge/extensions/flowgraph/modules/missionModule.lua
function C:processVehicles(params)
local mission = self.mgr.activity