execute
Definition
-- @/=[C]:-1
function execute(...)
Callers
@/lua/ge/extensions/editor/gen/world.lua
end
-- local t = os.execute("echo 'test'")
-- local dirname = editor.getLevelPath()..'bat/texture/'
-- os.execute('magick convert +append '..dirname..'shot_*.png tmerge.png')
if false then
@/lua/ge/extensions/editor/cosimulationSignalEditor.lua
-- Executes the coupling.
local function execute()
extensions.editor_fileDialog.openFile(
if not isExecuting then
execute()
else
@/ui/lib/ext/angular/angular.js
* If set to true then the current `priority` will be the last set of directives
* which will execute (any directives at the current priority will still execute
* as the order of execution on same `priority` is undefined). Note that expressions
@/lua/ge/extensions/editor/gen/test.lua
-- local dirname = 'c:/proj/BeamNG/gameuser/0.36'..editor.getLevelPath()..'bat/texture/'
-- os.execute('magick convert +append '..dirname..'shot_*.png '..dirname..'tmerge.png')
-- local handle = io.popen("echo hello")
-- handle:close()
-- os.execute('magick')
if true then return end
-- local dirname = editor.getLevelPath()..'bat/texture/'
-- os.execute('magick convert +append '..dirname..'shot_*.png tmerge.png')
if true then
io.close(file)
-- local t = os.execute("echo 'test'")
lo('?? test:'..command..':'..tostring(os.clock()))
@/lua/ge/extensions/editor/scriptAIEditor.lua
-- Executes all the vehicle trajectories (and camera trajectory, if used) in sync.
local function execute()
local polyLinesToExecute = {} -- First, format all the trajectories so they can be run by the scriptAI backend.
if toolWinData.isExecuting == true then
execute()
end
if toolWinData.isExecuting == true then
execute()
end
twd.t = im.FloatPtr(twd.tStart)
execute()
twd.isPlaying = true
if twd.isOverlay[0] == true then
execute()
end
@/lua/common/extensions/ui/imguiWire.lua
local function execute(buf)
--jsonWriteFile('imgui_wire_test.json', buf, true)
-- GE: execute
returns = execute(buf)
buf = {}