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getNumOfTraffic

Definition


-- @/lua/ge/extensions/gameplay/traffic.lua:93

local function getTrafficAmount(activeOnly) -- returns current amount of AI traffic (optionally only active vehicles)
  return activeOnly and min(vars.activeAmount, #trafficAiVehsList) or #trafficAiVehsList
end

Callers

@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/trafficParams.lua
    else
      self.vars.activeAmount = gameplay_traffic.getNumOfTraffic() - self.pinIn.poolActiveAmount.value -- sets inactive amount
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/trafficActivate.lua
function C:work()
  self.pinOut.total.value = gameplay_traffic.getNumOfTraffic()
  self.pinOut.activated.value = self.flags.activated
@/lua/ge/extensions/editor/trafficDebug.lua
  local trafficTotalAmount = tableSize(traffic)
  local trafficAmount = gameplay_traffic.getNumOfTraffic()
  local trafficActiveAmount = gameplay_traffic.getNumOfTraffic(true)
  local trafficAmount = gameplay_traffic.getNumOfTraffic()
  local trafficActiveAmount = gameplay_traffic.getNumOfTraffic(true)
  local policeAmount = tableSize(gameplay_police.getPoliceVehicles())
@/ui/modules/apps/Traffic/app.js
        bngApi.engineLua(`extensions.gameplay_traffic.setTrafficVars({enableRandomEvents = true})`)
        if (bngApi.engineLua(`gameplay_traffic.getNumOfTraffic()`) > 0) {
          bngApi.engineLua(`extensions.hook("startTracking", {Name = "TrafficEnabled"})`)
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/getTrafficState.lua
  self.pinOut.onBool.value = self.pinOut.state.value == 'on'
  self.pinOut.amount.value = gameplay_traffic.getNumOfTraffic()
  self.pinOut.activeAmount.value = gameplay_traffic.getNumOfTraffic(true)
  self.pinOut.amount.value = gameplay_traffic.getNumOfTraffic()
  self.pinOut.activeAmount.value = gameplay_traffic.getNumOfTraffic(true)
end