createTrafficGroup
Definition
-- @/lua/ge/extensions/gameplay/traffic/trafficUtils.lua:47
local function createTrafficGroup(amount, allMods, allConfigs, simpleVehs) -- creates a traffic group with the use of some player settings
allConfigs = true
simpleVehs = settings.getValue('trafficSimpleVehicles')
allMods = settings.getValue('trafficAllowMods')
local params = createBaseGroupParams()
params.allMods = allMods
params.modelPopPower = settings.getValue('trafficSmartSelections') and 1 or 0
params.configPopPower = settings.getValue('trafficSmartSelections') and 1 or 0
if simpleVehs then
params.allConfigs = true
params.filters.Type = {proptraffic = 1}
params.minPop = 0
else
params.allConfigs = allConfigs
params.filters['Config Type'] = {Police = 0, other = 1} -- no police cars
if params.allMods and params.filters.Type then
params.filters.Type.automation = 1
params.minPop = 0
end
end
return core_multiSpawn.createGroup(amount, params)
end
Callers
@/lua/ge/extensions/gameplay/traffic.lua
trafficGroup = fileData or gameplay_traffic_trafficUtils.createTrafficGroup(amount, options.allMods, options.allConfigs, options.simpleVehs)
end
@/ui/modules/apps/Traffic/app.js
this.spawn = function () {
bngApi.engineLua(`extensions.core_multiSpawn.spawnGroup(extensions.gameplay_traffic_trafficUtils.createTrafficGroup(20), ${bngApi.serializeToLua(this.amount)})`)
}
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/trafficSpawnGroup.lua
if self.state == 0 then
local group = self.pinIn.group.value and deepcopy(self.pinIn.group.value) or {data = gameplay_traffic_trafficUtils.createTrafficGroup()} -- if no given group, create a default traffic group
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/trafficCustomGroup.lua
if self.group.generator.auto then
self.group.data = gameplay_traffic_trafficUtils.createTrafficGroup(20)
else
else
self.group.data = gameplay_traffic_trafficUtils.createTrafficGroup(20, self.group.generator.allMods, self.group.generator.allConfigs, self.group.generator.simpleVehs)
end