getAllVehicles
Definition
-- @/lua/ge/ge_utils.lua:500
-- returns a list of all BeamNGVehicle objects currently spawned in the level
function getAllVehicles()
if not allVehiclesCache then
allVehiclesCache = {}
allVehiclesIdCache = {}
for i = 0, be:getObjectCount()-1 do
local veh = be:getObject(i)
table.insert(allVehiclesCache, veh)
table.insert(allVehiclesIdCache, veh:getId())
end
end
return allVehiclesCache
end
Callers
@/lua/ge/extensions/gameplay/missions/missionManager.lua
if mission.setupModules.environment._windVec then -- resets wind; what if previous wind existed?
for _, veh in ipairs(getAllVehicles()) do
veh:queueLuaCommand("obj:setWind(0, 0, 0)")
@/lua/ge/extensions/core/multiSpawn.lua
-- the traffic UI app uses this function
local vehicles = getAllVehicles()
local count = 0
@/lua/ge/extensions/tech/techCore.lua
for k, veh in pairs(getAllVehicles()) do
if not veh:getActive() then goto continue end
for _, v in ipairs(getAllVehicles()) do
if v:getName() == request.leaderID then
for _, v in ipairs(getAllVehicles()) do
if v:getName() == request.leaderID then
for _, v in ipairs(getAllVehicles()) do
if v:getName() == request.leaderID then
for _, v in ipairs(getAllVehicles()) do
if v:getName() == request.leaderID then
for _, v in ipairs(getAllVehicles()) do
if v:getName() == request.leaderID then
@/lua/console/bananabench-csv.lua
local res = bench.physics(bench.getAllVehicles())
exportCSV(res)
@/lua/console/bananabench.lua
local function getAllVehicles()
local vehicles = {}
@/lua/ge/extensions/core/multiseat.lua
local maxPlayers = getMaxPlayersAmount(multiseat)
local nVehicles = tableSize(getAllVehicles())
local nControllers = tableSize(devices) - 1 -- assume mouse goes together with keyboard
@/lua/ge/extensions/editor/gen/exp_meshexplorer.lua
if true then return end
-- local aveh = getAllVehicles()
local aveh = {}
@/lua/console/bananabench-xml.lua
--local res = bench.physics({'pigeon'}, 1,1)
--local vehicles = bench.getAllVehicles()
local vehicles = {
@/lua/ge/extensions/c2/panelPlugins/vehicleManager.lua
if needAll then
local vehicles = getAllVehicles()
for _, veh in pairs(vehicles) do
@/gameplay/missions/west_coast_usa/chase/001-Goliath/script.lua
local trailer, trailerId
for _, v in ipairs(getAllVehicles()) do
if v:getActive() and v:getInternalName() == "trailer" then
@/gameplay/missions/gridmap_v2/collection/002-blenderbowl/script.lua
for _, v in ipairs(getAllVehicles()) do
if v.jbeam == "ball" then
@/lua/ge/extensions/flowgraph/nodes/environment/setWind.lua
function C:onNodeReset()
for _, veh in ipairs(getAllVehicles()) do
veh:queueLuaCommand('obj:setWind(0, 0, 0)')
windVec:setScaled(windSpeed)
for _, veh in ipairs(getAllVehicles()) do
if not self.pinIn.vehId.value or self.pinIn.vehId.value == veh:getId() then
@/lua/ge/extensions/core/multiseatCamera.lua
else
for k, v in ipairs(getAllVehicles()) do
local vid = v:getId()
@/lua/ge/extensions/flowgraph/nodes/gameplay/removeOtherVehicles.lua
else
for _, v in ipairs(getAllVehicles()) do
table.insert(vehIds, v:getId())
@/lua/ge/extensions/core/input/bindings.lua
local activeActions = core_input_actions.getActiveActions()
for _,veh in ipairs(getAllVehicles()) do
local vd = extensions.core_vehicle_manager.getVehicleData(veh:getId())
local function notifyFFB(reason)
for _,veh in ipairs(getAllVehicles()) do
veh:queueLuaCommand("hydros.onFFBConfigChanged("..serialize(getFFBConfig(veh))..")")
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
if im.BeginMenu("Remove") then
local currVehs = getAllVehicles()
if im.MenuItem1("Remove All") then
local currVehs = getAllVehicles()
for k, veh in ipairs(currVehs) do
@/lua/console/resave-pcs.lua
local function getAllVehicles()
local vehicles = {}
io.write("Retreiving vehicles list\n")
local vehicles = getAllVehicles()
local configCount = 0
@/lua/ge/extensions/gameplay/parking.lua
if parkedVehData[vehId]._teleport then -- force teleport if flag exists
for _, otherVeh in ipairs(getAllVehicles()) do
local otherId = otherVeh:getId()
for _, veh in ipairs(getAllVehicles()) do
if not veh.isTraffic and not veh.isParked and map.objects[veh:getId()] then
@/lua/ge/extensions/editor/perfProfiler.lua
im.BulletText("Remove FPS Limiter")
im.BulletText(string.format("There are %d vehicle spawned", #getAllVehicles()))
if im.Button("Delete All Vehicles", im.ImVec2(im.GetContentRegionAvailWidth(), 0)) then
if im.Button("Delete All Vehicles", im.ImVec2(im.GetContentRegionAvailWidth(), 0)) then
local vehs = deepcopy(getAllVehicles())
for _, obj in ipairs(vehs) do
@/lua/ge/extensions/gameplay/traffic/trafficUtils.lua
local traffic = gameplay_traffic.getTrafficData()
for _, veh in ipairs(getAllVehicles()) do
if veh:getActive() then
@/lua/ge/extensions/gameplay/sites/parkingSpot.lua
for _, veh in ipairs(getAllVehicles()) do
local vehId = veh:getID()
@/lua/ge/ge_utils.lua
for _, veh in ipairs(getAllVehicles()) do
local model = core_vehicles.getModel(veh.jbeam).model
if not allVehiclesCache then
getAllVehicles()
end
if not allVehiclesCache then
getAllVehicles()
end
@/lua/ge/extensions/gameplay/walk.lua
if not unicycle then
for _, veh in ipairs(getAllVehicles()) do
if veh:getJBeamFilename() == "unicycle" and not veh:getActive() then
local closestHit = 2
for _, veh in ipairs(getAllVehicles()) do
local vehId = veh:getID()
@/lua/ge/extensions/gameplay/missions/missionTypes/flowMission.lua
for _, veh in ipairs(getAllVehicles()) do
if veh:isReady() then
@/lua/console/bananabench-async.lua
local function getAllVehicles()
local vehicles = {}