onVehicleSpawned
Definition
-- @/lua/ge/extensions/ui/console.lua:1178
local function refreshCombo()
comboCtxTxt = "GE - Lua\0GE - TorqueScript\0CEF/UI - JS\0"
local vehCount = be:getObjectCount()
vehIds = {}
if vehCount > 0 then
local playerVehicle = getPlayerVehicle(0)
if playerVehicle and playerVehicle:getActive() then
comboCtxTxt = comboCtxTxt.."BeamNG - Current Vehicle "..vehStrInfo(playerVehicle)
vehIds = {be:getPlayerVehicleID(0)}
end
for i=0,vehCount-1 do
local v = be:getObject(i)
if v:getActive() then
table.insert(vehIds, v:getID())
comboCtxTxt = comboCtxTxt.."BeamNG - "..vehStrInfo(v)
end
end
end
comboCtxTxt = comboCtxTxt.."\0"
end
Callers
@/lua/ge/extensions/core/vehicle/mirror.lua
local function onVehicleSpawned(vid, veh)
local vdata = extensions.core_vehicle_manager.getVehicleData(vid)
@/lua/ge/extensions/freeroam/dragRace.lua
local function onVehicleSpawned(vehicleID)
if opponentVehicle and vehicleID == opponentVehicle:getID() then
@/lua/ge/extensions/editor/cosimulationSignalEditor.lua
-- Serialization function.
local function onVehicleSpawned(vid)
isExecuting = false
@/lua/ge/extensions/util/precompileVehicles.lua
local function onVehicleSpawned(vehicleId)
loaded = true
@/lua/ge/extensions/core/checkpoints.lua
local function onVehicleSpawned(vehId)
-- local vehicle = getObjectByID(vehId)
@/lua/ge/extensions/flowgraph/nodes/vehicle/onVehicleSpawned.lua
function C:onVehicleSpawned(id)
self.info.id = id
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePropTransformer.lua
local function onVehicleSpawned(id)
removeVehicle(id)
@/lua/ge/extensions/core/couplerCameraModifier.lua
local function onVehicleSpawned(vehId)
if vehId == objId1 or vehId == objId2 then -- This means that one of the coupled vehicles got replaced
@/lua/ge/extensions/editor/vehicleDetailViewer.lua
local function onVehicleSpawned(vehicleId)
-- recreate the views
@/lua/ge/extensions/gameplay/rally/recceApp.lua
--
-- local function onVehicleSpawned()
-- log('D', 'rally', 'onVehicleSpawned')
@/lua/ge/extensions/gameplay/rallyLoop.lua
-- local function onVehicleSpawned(vid, v)
-- log('D', logTag, 'onVehicleSpawned')
@/lua/ge/extensions/campaign/exploration.lua
local function onVehicleSpawned(vehicleId)
if not getExplorationActive() then
@/lua/ge/extensions/gameplay/garageMode.lua
local function onVehicleSpawned(vehicleId)
if not active then return end
@/lua/ge/extensions/gameplay/statistic.lua
local function onVehicleSpawned(vid, v)
end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veFlexbodyDebug.lua
local function onVehicleSpawned(id)
removeVehicle(id)
@/lua/ge/extensions/gameplay/traffic.lua
local function onVehicleSpawned(id)
if traffic[id] then -- if vehicle is replaced, update its traffic role and properties
@/lua/ge/extensions/freeroam/freeroam.lua
local function onVehicleSpawned(vehID)
extensions.core_vehicle_partmgmt.resetVehicleHighlights(true, vehID)
@/lua/ge/extensions/tech/utils.lua
local function onVehicleSpawned(vid, veh)
if vid ~= be:getPlayerVehicleID(0) then return end
@/lua/ge/extensions/editor/trafficManager.lua
local function onVehicleSpawned(vehId) -- whenever a vehicle gets spawned while the corresponding window is active, move it to the traffic session SimGroup
if not session then return end
@/lua/ge/extensions/core/input/bindings.lua
local function onVehicleSpawned(vehId, veh)
if M.autoAssignPlayersToDevices then
@/lua/ge/extensions/core/camera.lua
local function onVehicleSpawned(vid)
addVehicleData(vid, getVehicleData())
@/lua/ge/extensions/gameplay/rally.lua
local function onVehicleSpawned(vid, v)
-- log('D', logTag, 'onVehicleSpawned')
@/lua/ge/extensions/ui/vehicleVicinityApp.lua
local function onVehicleSpawned()
couplerCache = {}
@/lua/ge/extensions/core/vehicle/colors.lua
local function onVehicleSpawned(vehId)
-- We set the paint data in vehicleData to the correct thing because otherwise vehicleData will be wrong when loading into the garage
@/lua/ge/extensions/core/trailerRespawn.lua
local function onVehicleSpawned(vehId)
unregisterVehicle(vehId)
@/lua/ge/extensions/core/vehicle/partmgmt.lua
local function onVehicleSpawned(vehID)
-- Invalidate the rich part info on vehicle spawned