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attachCouplers

Definition


-- @/lua/vehicle/beamstate.lua:297

local function attachCouplers(_nodetag)
  local nodetag = _nodetag or ""
  for _, val in pairs(couplerCache) do
    if (val.couplerWeld ~= true and val.couplerTag and (_nodetag == nil or val.couplerTag == nodetag)) and val.cid then
      obj:attachCoupler(val.cid, val.couplerTag or "", val.couplerStrength or 1000000, val.couplerRadius or 0.2, val.couplerLockRadius or 0.025, val.couplerLatchSpeed or 0.3, val.couplerTargets or 0)
    end
  end
end

Callers

@/lua/vehicle/extensions/tech/techCore.lua
M.handleAttachCouplers = function(request)
  beamstate.attachCouplers(request.tag)
end
@/lua/vehicle/beamstate.lua
    else
      attachCouplers(_nodetag)
    end
      for nodeTag, _ in pairs(autoCouplingVisibleTags) do
        attachCouplers(nodeTag)
      end
              onSelect = function()
                beamstate.attachCouplers()
                return {"reload"}
@/ui/ui-vue/mockdata/inputBindings.js
                "title": "ui.inputActions.gameplay.couplersLock.title",
                "onDown": "beamstate.attachCouplers()",
                "order": 31,
@/gameplay/missions/west_coast_usa/chase/001-Goliath/script.lua
        spawn.placeTrailer(suspectId, nodeOffset1, trailerId, nodeOffset2, nodeTag)
        --suspect:queueLuaCommand("beamstate.attachCouplers()")
      end