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setFreeze

Definition


-- @/lua/vehicle/controller.lua:274

local function setFreeze(mode)
  M.isFrozen = mode == 1
  if M.mainController then
    M.mainController.setFreeze(mode)
  end
end

Callers

@/lua/ge/extensions/gameplay/drag/utils.lua
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. aiMode .. '")')
        racer.vehObj:queueLuaCommand('controller.setFreeze(0)')
        racer.vehObj:queueLuaCommand([[
          else
            controller.setFreeze(1)
          end
          else
            controller.setFreeze(0)
          end
@/lua/ge/extensions/campaign/exploration.lua
      if vehicle then
        vehicle:queueLuaCommand('controller.setFreeze(1)')
      end
      if vehicle then
        vehicle:queueLuaCommand('controller.setFreeze(1)')
      end
      if vehicle then
        vehicle:queueLuaCommand('controller.setFreeze(0)')
      end
  if vehicle then
    vehicle:queueLuaCommand('controller.setFreeze(0)')
  end
      if vehicle then
        vehicle:queueLuaCommand('controller.setFreeze(0)')
      end
@/lua/ge/extensions/freeroam/dragRace.lua
  if playerPrestageReady == false then
    opponentVehicle:queueLuaCommand('controller.setFreeze(1)')
    log("D","setupPrestage", "setSpeed = 0" )
    -- player is ready, lets move the ai vehicle forward so it can start the staging process
    opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
    log("D","setupPrestage", "setSpeed = 5" )
  lights.stageLights.stageLightL.obj:setHidden(false)
  opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
  opponentVehicle:queueLuaCommand('ai.setAggression(0)')
  log("D","setupStart", "AIAIAIAIAIAI")
  opponentVehicle:queueLuaCommand('controller.setFreeze(1)')
  opponentVehicle:queueLuaCommand('ai.setAggression(2)')
            resetDisplays()
            opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
            startOpponent()
          time = 0
          opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
          startOpponent()
          opponentVehicle:queueLuaCommand('ai.setSpeed(0)')
          opponentVehicle:queueLuaCommand('controller.setFreeze(1)')
          stopOpponent()
    setupStart()
    opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
    startOpponent()
  --dump(opponentVehicle.name)
  opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
  --opponentVehicle:setField('canSave', '', 'false')
@/lua/ge/extensions/scenario/scenarios.lua
      if bo then
        bo:queueLuaCommand('controller.setFreeze('..tostring(state) ..')')
      end
        local carName = helper.getVehicleByName(vName)
        carName:queueLuaCommand('controller.setFreeze(1)')
      end
          local carName = helper.getVehicleByName(vName)
          carName:queueLuaCommand('controller.setFreeze(1)')
       end
@/lua/ge/extensions/scenario/quickRace.lua
  if playerVehicle then
    playerVehicle:queueLuaCommand('controller.setFreeze(0)')
  else
@/lua/vehicle/controller.lua
  if M.mainController then
    M.mainController.setFreeze(mode)
  end
    freeze = function(mode)
      log("W", "controller", "scenario.freeze(mode) is deprecated. Please switch to controller.setFreeze(mode)")
      setFreeze(mode)
      log("W", "controller", "scenario.freeze(mode) is deprecated. Please switch to controller.setFreeze(mode)")
      setFreeze(mode)
    end
@/lua/ge/extensions/scenario/busdriver.lua
  if playerVehicle then
    playerVehicle:queueLuaCommand('controller.setFreeze(1)')
  end
  if playerVehicle then
    playerVehicle:queueLuaCommand('controller.setFreeze(0)')
  end
    if playerVehicle then
      playerVehicle:queueLuaCommand('controller.setFreeze(1)')
    else
  if playerVehicle then
    playerVehicle:queueLuaCommand('controller.setFreeze(0)')
  end
@/lua/ge/extensions/gameplay/police.lua
  if not veh then
    obj:queueLuaCommand('controller.setFreeze(0)')
    return
@/lua/vehicle/controller/playerController.lua

local function setFreeze(mode)
  isFrozen = mode == 1
@/lua/ge/extensions/flowgraph/nodes/vehicle/freeze.lua
  if veh then
    --veh:queueLuaCommand('controller.setFreeze('..(self.pinIn.freeze.value and '1' or '0')..')')
    core_vehicleBridge.executeAction(veh,'setFreeze', self.pinIn.freeze.value)
@/lua/vehicle/extensions/gameplayInterfaceModules/interactController.lua

local function setFreeze(params)
  local dataTypeCheck, dataTypeError = checkTableDataTypes(params, {"boolean"})
  local freeze = params[1]
  controller.setFreeze(freeze and 1 or 0)
end
@/lua/vehicle/controller/vehicleController/vehicleController.lua

local function setFreeze(mode)
  isFrozen = mode == 1
  if data.frzn ~= nil then
    setFreeze(data.frzn and 1 or 0)
  end
@/lua/ge/extensions/gameplay/race/race.lua

  getObjectByID(id):queueLuaCommand('controller.setFreeze(false)')
  getObjectByID(id):queueLuaCommand('ai.driveUsingPath('..str..')') -- this should ignore one-way roads
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
  if self.role.flags.freeze then
    getObjectByID(self.id):queueLuaCommand('controller.setFreeze(0)')
    self.role.flags.freeze = false
@/lua/ge/extensions/gameplay/traffic/roles/suspect.lua
        self.veh:setAiMode('flee')
        getObjectByID(self.veh.id):queueLuaCommand('controller.setFreeze(0)')
        getObjectByID(self.veh.id):queueLuaCommand('ai.setAggressionMode("off")')
    arrest = function ()
      getObjectByID(self.veh.id):queueLuaCommand('controller.setFreeze(1)')
      self.flags.freeze = 1
    clear = function ()
      getObjectByID(self.veh.id):queueLuaCommand('controller.setFreeze(0)')
      self.flags.freeze = nil
@/lua/vehicle/extensions/scenario/functionFreezer.lua
-- enables or disables the freezing (the ignore) of functions listed in functionNames
local function setFreeze(mode)
  if mode == 1 then -- freeze everything
    -- then we actually call our custom freezing code
    setFreeze(mode)
  end
local function onExtensionUnloaded()
  setFreeze(0)
  controller.setFreeze = originalFreezeFunction
local function onVehicleScenarioData(data)
  setFreeze(0) -- revert all functions' code before starting from scratch, just in case
  functionNames = {}
@/lua/vehicle/extensions/perfectLaunch.lua
local function go()
  controller.mainController.setFreeze(0)
  state = "go"
  end
  controller.mainController.setFreeze(1)
  input.event("throttle", 0, 1)
  controller.mainController.setFreeze(0)
  straightLine.stop()