updateVehicleAiState
Definition
-- @/lua/ge/extensions/scenario/scenarios.lua:2141
local function updateVehicleAiState(vehicleName, data)
-- log('I',logTag, 'updateVehicleAiState called...'..tostring(vehicleName))
-- dump(data)
local vehicle = scenetree.findObject(vehicleName)
if vehicle and data then
local vehId = vehicle:getID()
local info = {vehicleId = vehId, vehicleName = vehicleName}
if data.mode and data.mode == 'disable' then
info.aiControlled = false
scenario.aiControlledVehiclesById[vehId] = nil
-- scenario_waypoints.removeVehicleData(vehId)
else
info.aiControlled = true
scenario.aiControlledVehiclesById[vehId] = vehicleName
end
extensions.hook('onVehicleAIStateChanged', info)
end
end
Callers
@/lua/ge/extensions/scenario/scenariohelper.lua
if scenario_scenarios then
scenario_scenarios.updateVehicleAiState(vehicleName, {mode = mode})
end
if scenario_scenarios then
scenario_scenarios.updateVehicleAiState(vehicleName, {aggression = aggression})
end
if scenario_scenarios then
scenario_scenarios.updateVehicleAiState(vehicleName, {aggressionMode = aggrMode})
end
if scenario_scenarios then
scenario_scenarios.updateVehicleAiState(vehicleName, {target = target})
end
if scenario_scenarios then
scenario_scenarios.updateVehicleAiState(vehicleName, {value = value})
end
if scenario_scenarios then
scenario_scenarios.updateVehicleAiState(vehicleName, {waypoints = waypoints})
end
if scenario_scenarios then
scenario_scenarios.updateVehicleAiState(vehicleName, {drivability = drivability})
end
if scenario_scenarios then
scenario_scenarios.updateVehicleAiState(vehicleName, {pathArgs = arg})
end