setRacing
Definition
-- @/lua/vehicle/ai.lua:2146
local function setRacing(v)
if v == true then
opt.racing = true
traffic.filtered = false
else
opt.racing = false
end
end
Callers
@/lua/vehicle/extensions/gameplayInterfaceModules/interactAI.lua
obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "disabled")')
BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
BeamEngine:queueAllObjectLuaExcept('ai.setState({mode = "random", extAggression = 1, targetObjectID = ' .. tostring(objectId) .. "})", objectId)
BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "random")')
BeamEngine:queueAllObjectLuaExcept('ai.setState({mode = "flee", targetObjectID = ' .. tostring(objectId) .. "})", objectId)
BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "flee")')
BeamEngine:queueAllObjectLuaExcept('ai.setState({mode = "chase", targetObjectID = ' .. tostring(objectId) .. "})", objectId)
BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "chase")')
BeamEngine:queueAllObjectLuaExcept('ai.setState({mode = "follow", targetObjectID = ' .. tostring(objectId) .. "})", objectId)
BeamEngine:queueAllObjectLuaExcept('ai.setRacing(false)', objectId)
obj:queueGameEngineLua('extensions.hook("trackAIAllVeh", "follow")')
@/lua/ge/extensions/core/quickAccess.lua
veh:queueLuaCommand('ai.driveUsingPath('..str..')')
veh:queueLuaCommand('ai.setRacing(true)')
affectedVehicleCount = affectedVehicleCount + 1
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceAiParameters.lua
veh:queueLuaCommand('ai.setParameters('..serialize(aiParams)..')')
veh:queueLuaCommand('ai.setRacing(true)') -- new mode, improves racing AI