stopFollowing
Definition
-- @/lua/vehicle/ai.lua:6939
local function scriptStop(...)
M.mode = 'disabled'
scriptai = require("scriptai")
scriptai.scriptStop(...)
M.updateGFX = scriptai.updateGFX
end
Callers
@/lua/ge/extensions/editor/scriptAIEditor.lua
if vid ~= nil then
scenetree.findObject(vid):queueLuaCommand('ai.stopFollowing()')
end
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua
if veh then
veh:queueLuaCommand('ai.stopFollowing()')
end
if currentStepParameters.aiType == "ScriptAi" then
veh:queueLuaCommand('ai.stopFollowing()') -- stop ai from AIing anytime it is involved in a crash
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/simpleFollowDecalroad.lua
veh:queueLuaCommand('ai.stopFollowing()')
self.running = false
@/lua/vehicle/scriptai.lua
(scriptLen == 2 and aiPos:xnormOnLine(p1, p2) > 0 and aiPos:squaredDistance(p2) < 0.36 and aiVel:squaredLength() < 0.25) then
ai.stopFollowing()
return
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/playRecording.lua
if veh then
veh:queueLuaCommand('ai.stopFollowing()')
end
@/lua/ge/extensions/editor/scriptAIManager.lua
local function stopPlaying(bo, vehId)
bo:queueLuaCommand('ai.stopFollowing()')
vehState[vehId] = 'idle'