scatterTraffic
Definition
-- @/lua/ge/extensions/gameplay/traffic.lua:284
local function scatterTraffic(vehIds, minDist, maxDist) -- teleports a group of vehicles away from the current place
vehIds = vehIds or trafficAiVehsList -- all AI-controlled traffic by default
for _, id in ipairs(vehIds) do
forceTeleport(id, nil, nil, minDist, maxDist)
end
end
Callers
@/lua/ge/extensions/career/modules/vehiclePerformance.lua
local function enableOtherVehicles(inventoryId, enabled)
gameplay_traffic.scatterTraffic()
local vehicles = career_modules_inventory.getVehicles()
@/lua/ge/extensions/editor/trafficDebug.lua
if im.Button("Scatter Traffic Vehicles") then
gameplay_traffic.scatterTraffic()
end
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/trafficScatter.lua
function C:workOnce()
gameplay_traffic.scatterTraffic(nil, self.pinIn.minDist.value, self.pinIn.maxDist.value)
end
@/lua/ge/extensions/gameplay/missions/missionManager.lua
if gameplay_traffic.getState() == 'on' then
gameplay_traffic.scatterTraffic()
gameplay_traffic.scatterTraffic()
gameplay_traffic.scatterTraffic()
gameplay_traffic.scatterTraffic()
step.complete = true
@/lua/ge/extensions/career/modules/linearTutorial.lua
gameplay_parking.setActiveAmount(0)
gameplay_traffic.scatterTraffic()
gameplay_traffic.setActiveAmount(career_modules_playerDriving.getPlayerData().trafficActive)
gameplay_parking.scatterParkedCars()
gameplay_traffic.scatterTraffic()
@/lua/ge/extensions/gameplay/traffic.lua
M.onDeserialized(trafficData)
scatterTraffic()
end
@/lua/ge/extensions/util/stepHandler.lua
gameplay_traffic.activate(step.vehIds)
gameplay_traffic.scatterTraffic()
step.complete = true