onBeamNGTrigger
Definition
-- @/lua/ge/extensions/scenario/scenarios.lua:2162
local function onBeamNGTrigger(data)
-- log('I',logTag, 'onBeamNGTrigger called...')
-- dump(data)
if not scenario then
return
end
local playerVehId = be:getPlayerVehicleID(0)
local validCheck = data.event == 'enter' and data.subjectID == playerVehId
if validCheck and scenario.attemptsInfo then
local attemptData = { vehicleId = playerVehId,
triggerName = data.triggerName,
attemptNumber = scenario.attemptsInfo.attemptNumber,
allowedAttempts = scenario.attemptsInfo.allowedAttempts
}
if scenario.attemptsInfo.failAttempts and not scenario.attemptsInfo.failedAttemptReported and tableContains(scenario.attemptsInfo.failAttempts, data.triggerName) then
extensions.hook("onAttemptFailed", attemptData)
scenario.attemptsInfo.failedAttemptReported = true
scenario.attemptsInfo.waitTimer = scenario.attemptsInfo.delayPerAttempt
scenario.attemptsInfo.waitTimerActive = true
elseif scenario.attemptsInfo.completeAttempt and tableContains(scenario.attemptsInfo.completeAttempt, data.triggerName) then
extensions.hook("onAttemptCompleted", attemptData)
scenario.attemptsInfo.waitTimer = scenario.attemptsInfo.delayPerAttempt
scenario.attemptsInfo.waitTimerActive = true
end
end
end
Callers
@/lua/ge/extensions/campaign/exploration.lua
local function onBeamNGTrigger(data)
-- log('I', logTag, 'onBeamNGTrigger for exploration lua')
@/lua/ge/extensions/campaign/photoSafari.lua
local function onBeamNGTrigger(data)
local vid = be:getPlayerVehicleID(0)
@/lua/ge/extensions/flowgraph/nodes/events/onBeamNGTrigger.lua
function C:onBeamNGTrigger(data)
if self.data.filterName ~= "" and data.triggerName ~= self.data.filterName then
@/lua/ge/main.lua
-- do not delete - this is the default function name for the BeamNGTrigger from the c++ side
function onBeamNGTrigger(data)
extensions.hook('onBeamNGTrigger', data)
@/lua/ge/extensions/freeroam/specialTriggers.lua
local function onBeamNGTrigger(data)
if not M.active or not data.triggerName then return end
@/lua/ge/extensions/freeroam/dragRace.lua
local function onBeamNGTrigger(data)
local veh = getPlayerVehicle(0)
@/lua/ge/extensions/core/busRouteManager.lua
local function onBeamNGTrigger(data)
if data.type and data.type == "busstop" then
@/lua/ge/extensions/scenario/busdriver.lua
local function onBeamNGTrigger(data)
if running == false then return end
@/lua/ge/extensions/gameplay/speedTraps.lua
]]
local function onBeamNGTrigger(data)
if not data or not data.speedTrapType then return end
@/lua/ge/extensions/career/modules/vehiclePerformance.lua
local function onBeamNGTrigger(data)
if not testInProgress or not data or not data.triggerName or not data.event then return end