GE Lua Documentation

Press F to search!

deleteVehicles

Definition


-- @/lua/ge/extensions/gameplay/traffic.lua:602

local function deleteVehicles() -- deletes all traffic vehicles
  for _, veh in ipairs(getAllVehiclesByType()) do
    local id = veh:getId()
    if traffic[id] and (traffic[id].isAi or tonumber(veh.isTraffic) == 1) then
      removeTraffic(id)
      veh:delete()
    end
  end
end

Callers

@/lua/ge/extensions/core/quickAccess.lua
        onSelect = function()
          extensions.gameplay_parking.deleteVehicles()
          extensions.gameplay_traffic.deleteVehicles()
          extensions.gameplay_parking.deleteVehicles()
          extensions.gameplay_traffic.deleteVehicles()
        extensions.telemetry_core.endActivity("trafficEnabled")
@/lua/ge/extensions/gameplay/traffic.lua
  if not options.ignoreDelete and state == 'on' then
    deleteVehicles() -- clear current traffic
  end
      else
        deleteVehicles()
      end
@/lua/ge/extensions/core/multiSpawn.lua

local function deleteVehicles(amount, groupName) -- deletes vehicles that were spawned via this system
  -- the traffic UI app uses this function
@/lua/ge/extensions/editor/trafficManager.lua

local function deleteVehicles()
  for id, data in pairs(session.vehicles) do
@/lua/ge/extensions/editor/multiSpawnManager.lua
  if im.Button("Delete##multiSpawn") then
    core_multiSpawn.deleteVehicles(imValues.amount[0])
  end
@/lua/ge/extensions/gameplay/parking.lua

local function deleteVehicles(amount)
  amount = amount or #parkedVehIds
  if not options.ignoreDelete then
    deleteVehicles() -- clear current parked vehicles
  end
@/ui/modules/apps/Traffic/app.js
      this.delete = function () {
        bngApi.engineLua(`extensions.core_multiSpawn.deleteVehicles( ${bngApi.serializeToLua(this.amount)} )`)
        bngApi.engineLua(`extensions.hook("stopTracking", {Name = "TrafficEnabled"})`)
@/lua/ge/extensions/gameplay/missions/missionManager.lua
  end
  gameplay_traffic.deleteVehicles()
  step.complete = true
  if mission.setupModules.traffic._processed and mission.setupModules.traffic._hasSpawnedTraffic then
    gameplay_traffic.deleteVehicles()
    gameplay_parking.deleteVehicles()
    gameplay_traffic.deleteVehicles()
    gameplay_parking.deleteVehicles()
    log("I", logTag, "Deleting traffic spawned by mission.")