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