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setAggression

Definition


-- @/lua/vehicle/ai.lua:325

local function setAggressionExternal(v)
  M.extAggression = v or M.extAggression
  setAggressionInternal()
  stateChanged()
end

Callers

@/lua/ge/extensions/editor/aiTests.lua
          obj:queueLuaCommand("ai.driveUsingPath({wpTargetList = "..serialize(path)..", avoidCars = 'off'})")
          obj:queueLuaCommand("ai.setAggression("..aiParams.aggression..")")
          obj:queueLuaCommand(string.format("ai.setParameters(%s)", serialize(aiParams)))
@/lua/ge/extensions/gameplay/traffic/roles/police.lua
        getObjectByID(self.veh.id):queueLuaCommand('electrics.set_lightbar_signal(1)')
        self:setAggression()
      end
@/lua/ge/extensions/editor/trafficManager.lua
  if aiData.aggression ~= nil then
    veh:queueLuaCommand('ai.setAggression('..aiData.aggression..')')
  end
@/lua/ge/extensions/gameplay/traffic/roles/standard.lua
        obj:queueLuaCommand('ai.setAggressionMode("off")')
        self:setAggression(args.aggression or max(0.5, random()))
      end
        obj:queueLuaCommand('ai.setAggressionMode("off")')
        self:setAggression(args.aggression or max(0.5, random()))
      end
@/lua/ge/extensions/gameplay/race/race.lua
    if veh and self.states[id].isAiVeh then -- lower aggression past the finish line
      veh:queueLuaCommand('ai.setAggression(0.5)')
    end
      if val >= 0 then
        vehicle:queueLuaCommand('ai.setAggression('..val..')')
      else
        local aggr = self.states[id].baseAggression or 0.9
        vehicle:queueLuaCommand('ai.setAggression('..aggr..')')
      end
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
  if mode == 'traffic' then
    obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', self.vars.baseAggression))
    obj:queueLuaCommand('ai.setSpeedMode("legal")')
    if mode == 'flee' or mode == 'chase' then
      obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', max(0.8, self.vars.baseAggression)))
      obj:queueLuaCommand('ai.setAggressionMode("off")')
    else
      obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', self.vars.baseAggression))
    end
    local aggression = params.aggression or params.baseAggression
    obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', aggression))
  end
@/gameplay/missions/italy/arrive/012-Field/script.lua
      if n1 and n2 and (string.startswith(n1, self.str) or string.startswith(n2, self.str)) then
        veh:queueLuaCommand("ai.setAggression(0.4)") -- sets AI aggression to a low value, to assist with difficult turn
        self.riskTimer = 3
    if self.riskTimer <= 0 then
      veh:queueLuaCommand("ai.setAggression(0.7)") -- resets AI aggression
    end
@/lua/ge/extensions/scenario/scenariohelper.lua
local function setAiAggression(vehicleName, aggression)
  queueLuaCommandByName(vehicleName, 'ai.setAggression('..aggression..')')
  if scenario_scenarios then
@/ui/modules/apps/AIControl/app.js
      vm.changeAggression = function () {
        var cmd = `ai.setAggression(${vm.aggression.value})`
        bngApi.activeObjectLua(cmd)
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/aiParams.lua
  if self.pinIn.risk.value ~= nil then
    veh:queueLuaCommand('ai.setAggression('..clamp(self.pinIn.risk.value,0.1,2.0)..')')
  end
@/lua/ge/extensions/gameplay/drag/utils.lua
        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('ai.setAggression(1)')
        racer.vehObj:queueLuaCommand('ai.setParameters({understeerThrottleControl = "off", oversteerThrottleControl = "off", throttleTcs = "off"})')
        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('ai.setAggression(0.3)')
        racer.vehObj:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')
@/lua/ge/extensions/freeroam/dragRace.lua
  end
  opponentVehicle:queueLuaCommand('ai.setAggression('.. 0 ..')')
  opponentVehicle:queLuaComuemand('controller.onGameplayEvent("freeroam_dragRace", "AI_prestage")') --moded controller support
  opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
  opponentVehicle:queueLuaCommand('ai.setAggression(0)')
  opponentVehicle:queueLuaCommand('ai.setSpeed(5)')
  opponentVehicle:queueLuaCommand('controller.setFreeze(1)')
  opponentVehicle:queueLuaCommand('ai.setAggression(2)')
  opponentVehicle:queueLuaCommand('ai.setSpeed(nil)')
          opponentVehicle:queueLuaCommand('ai.setSpeedMode("limit")')
          opponentVehicle:queueLuaCommand('ai.setAggression(0.5)')
          stopOpponent()
      opponentVehicle:queueLuaCommand('ai.setSpeedMode("set")')
      opponentVehicle:queueLuaCommand('ai.setAggression(0)')
    end
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceAiParameters.lua
      aggression = clamp(aggression + (self:getRandomNumber(scale) * 0.05), 0.25, 2)
      veh:queueLuaCommand('ai.setAggression('..aggression..')')
      state.baseAggression = aggression -- saves the aggression value to use later
@/lua/ge/extensions/gameplay/traffic/baseRole.lua

function C:setAggression(baseAggression, ignorePersonality) -- helper method that sets and sends the ai aggression value
  baseAggression = baseAggression or self.veh.vars.baseAggression
  self.driver.aggression = clamp(baseAggression + modifier, 0.2, 1)
  getObjectByID(self.veh.id):queueLuaCommand('ai.setAggression('..self.driver.aggression..')') -- slightly randomized aggression (mean 0.3)
end
  self.driver.personality = tableMerge(self.driver.personality, data)
  self:setAggression()
@/lua/ge/extensions/core/hotlapping.lua
        veh:queueLuaCommand('recovery.saveHome()')
        veh:queueLuaCommand('ai.setAggression(0.9)') -- sets aggression once (the user could adjust it as desired later)
        veh:setDynDataFieldbyName("isHotlapping", 0, "true")
@/lua/ge/extensions/gameplay/traffic/roles/suspect.lua
        getObjectByID(self.veh.id):queueLuaCommand('ai.setSpeedMode("off")')
        self:setAggression(0.8)
      end
@/lua/vehicle/extensions/tech/techCore.lua
  local aggr = request['aggression']
  ai.setAggression(aggr)
  ai.stateChanged()