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getAllVehiclesByType

Definition


-- @/lua/ge/ge_utils.lua:515
function getAllVehiclesByType(typeList)
  local res = {}
  typeList = typeList or defaultTypes

  for _, veh in ipairs(getAllVehicles()) do
    local model = core_vehicles.getModel(veh.jbeam).model
    if arrayFindValueIndex(typeList, model.Type) then
      table.insert(res, veh)
    end
  end
  return res
end

Callers

@/lua/ge/extensions/core/vehicleActivePooling.lua
  local filterParked = not vehTypes or arrayFindValueIndex(vehTypes, "PropParked")
  for _, veh in ipairs(getAllVehiclesByType(vehTypes)) do -- if vehTypes is nil, uses default args
    if veh:getActive() and not (filterParked and veh.isParked) then
@/lua/ge/extensions/editor/aiTests.lua
  if im.Selectable1("Setup All Vehicles...", true) then -- sets up all other vehicles
    for _, v in ipairs(getAllVehiclesByType()) do
      if not v.isParkingOnly then
@/lua/ge/extensions/core/hotlapping.lua

  for _, veh in ipairs(getAllVehiclesByType()) do
    if veh.isHotlapping then

  for _, veh in ipairs(getAllVehiclesByType()) do
    if not veh:isPlayerControlled() and not veh.isTraffic and not veh.isParked then
local function stopAi(respawn)
  for _, veh in ipairs(getAllVehiclesByType()) do
    if veh.isHotlapping then
@/lua/ge/extensions/freeroam/specialTriggers.lua
      local data = {}
      for _, veh in ipairs(getAllVehiclesByType()) do
        local vehId = veh:getID()
@/lua/ge/extensions/flowgraph/nodes/gameplay/removeOtherVehicles.lua
  if self.onlyDrivableVehs then
    for _, v in ipairs(getAllVehiclesByType()) do
      table.insert(vehIds, v:getId())
@/lua/ge/extensions/career/modules/playerDriving.lua
    end
    if not getAllVehiclesByType()[1] then -- if player vehicle does not exist yet
      amount = amount - 1
@/lua/ge/extensions/gameplay/traffic.lua
  if not ignoreAdjust then
    for _, veh in ipairs(getAllVehiclesByType()) do
      if veh.isParked ~= 'true' and veh:getActive() then
local function deleteVehicles() -- deletes all traffic vehicles
  for _, veh in ipairs(getAllVehiclesByType()) do
    local id = veh:getId()
    -- NOTE: If vehList is empty, all vehicles get activated, even unintended ones; this may need to be reconsidered in the future
    for _, veh in ipairs(getAllVehiclesByType()) do
      if not veh.isParked then
local function spawnTraffic(amount, groupData, options) -- spawns and processes a group array of vehicles to use as traffic
  amount = amount or max(1, getAmountFromSettings() - #getAllVehiclesByType()) -- if amount nil, automatically sets a limited amount to save performance
  groupData = groupData or core_multiSpawn.createGroup(amount)
  end
  for _, veh in ipairs(getAllVehiclesByType()) do -- check for player vehicles to insert into traffic
    checkPlayer(veh:getId())
@/lua/ge/extensions/core/multiSpawn.lua

  for _, v in ipairs(getAllVehiclesByType()) do
    if not (ignorePlayer and v:getID() == be:getPlayerVehicleID(0)) then
@/gameplay/missionTypes/aiRace/customNodes/aiScatterNode.lua
function C:workOnce()
  for _, v in ipairs(getAllVehiclesByType()) do
    local id = v:getID()
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
    local valid = true
    for _, veh in ipairs(getAllVehiclesByType()) do
      if not veh.isTraffic and not veh.isParked and map.objects[veh:getId()] then
@/lua/ge/extensions/editor/trafficManager.lua
          if im.BeginCombo("Target Vehicle##trafficManagerAiMode", aiData.targetName) then
            for _, veh in ipairs(getAllVehiclesByType()) do
              local vehName = veh:getName()
    if im.Selectable1("Include All Vehicles From Scene##trafficManagerAllVehicles") then -- adds the player vehicle and all other vehicles to the session data
      for _, veh in ipairs(getAllVehiclesByType()) do
        if not scenetree.objectExists(simGroupName) then
@/lua/ge/extensions/editor/raceEditor/testing.lua
  if im.Button("Move All Vehicles to Starting Positions") then
    for i, veh in ipairs(getAllVehiclesByType()) do
      local sp = self.path.startPositions.sorted[i]

    for _, veh in ipairs(getAllVehiclesByType()) do
      if self.path.defaultStartPosition and not self.path.startPositions.objects[self.path.defaultStartPosition].missing then