VE Lua Documentation

Press F to search!

setVehicleDebugMode

Definition


-- @/lua/vehicle/ai.lua:6545

local function setVehicleDebugMode(newMode)
  tableMerge(M, newMode)
  if M.debugMode ~= 'trajectory' then
    visDebug.trajecRec = {last = 0}
  end
  if M.debugMode ~= 'route' then
    visDebug.routeRec = {last = 0}
  end
  if M.debugMode ~= 'speeds' then
    visDebug.trajecRec = {last = 0}
  end
  if M.debugMode ~= 'rays' then
    visDebug.trajecRec = {last = 0}
  end
  if M.debugMode ~= 'off' then
    M.debugDraw = debugDraw
  else
    M.debugDraw = nop
  end
end

Callers

@/lua/vehicle/ai.lua

  setVehicleDebugMode(M)
  setTargetObjectID(M.targetObjectID)
@/ui/modules/apps/AIControl/app.js
      vm.changeVehicleDebugMode = function () {
        var cmd = `ai.setVehicleDebugMode( ${bngApi.serializeToLua({debugMode: vm.vehicleDebugMode.value})} )`
        bngApi.activeObjectLua(cmd)
@/lua/ge/extensions/editor/aiTests.lua
          if options.aiDebug[0] then
            obj:queueLuaCommand("ai.setVehicleDebugMode({debugMode = 'trajectory'})")
          else
          else
            obj:queueLuaCommand("ai.setVehicleDebugMode({debugMode = 'off'})")
          end
@/lua/ge/extensions/flowgraph/nodes/debug/aiDebug.lua
  if veh then
    veh:queueLuaCommand('ai.setVehicleDebugMode({debugMode = "' .. mode .. '"})')
  end
@/lua/ge/extensions/freeroam/dragRace.lua
  --opponentVehicle:setField('canSave', '', 'false')
  -- opponentVehicle:queueLuaCommand('ai.setVehicleDebugMode({debugMode="trajectory"})')
end
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
    if self.vars.aiDebug == 'traffic' then
      obj:queueLuaCommand('ai.setVehicleDebugMode({debugMode = "off"})')
    else
    else
      obj:queueLuaCommand(string.format('ai.setVehicleDebugMode({debugMode = "%s"})', self.vars.aiDebug))
    end