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