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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