GE Lua Documentation

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onTrafficStarted

Definition


-- @/lua/ge/extensions/gameplay/traffic.lua:1044

local function onTrafficStarted()
  state = 'on'
  mapNodes = map.getMap().nodes
  auxiliaryData.queuedVehicle = 0
  auxiliaryData.dynamicSpawnDist = 0
  auxiliaryData.dynamicSpawnDir = 0

  if not vehPool then
    createTrafficPool(trafficAiVehsList)
  end

  vehPool._updateFlag = true -- acts like a frame delay for the vehicle pooling system
  focus.auto = true -- this flag is used to enable the focus to change modes

  if vars.aiMode ~= 'traffic' then -- forces vehicles to refresh their AI modes and roles
    setTrafficVars({aiMode = vars.aiMode})
  end

  if gameplay_walk.isWalking() then -- check for player unicycle
    checkPlayer(be:getPlayerVehicleID(0))
  end
  for _, veh in ipairs(getAllVehiclesByType()) do -- check for player vehicles to insert into traffic
    checkPlayer(veh:getId())
  end

  local amount, activeAmount = getTrafficAmount(), getTrafficAmount(true)
  log('I', logTag, string.format('Traffic system started with %d active / %d total vehicles', activeAmount, amount))
  if not next(mapNodes) then
    log('I', logTag, 'Traffic is ready, but currently no road network exists; this is normal if the level just loaded')
  end
end

Callers

@/lua/ge/extensions/career/modules/playerDriving.lua

local function onTrafficStarted()
  if not career_career.tutorialEnabled and not gameplay_missions_missionManager.getForegroundMissionId() then
@/lua/ge/extensions/gameplay/police.lua

local function onTrafficStarted()
  local policeAmount, propAmount = tableSize(policeVehs), #policePropIds