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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