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()