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