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igniteVehicle

Definition


-- @/lua/vehicle/fire.lua:419

local function igniteVehicle()
  for cid, _ in pairs(flammableNodes) do
    if not wheelNodes[cid] then --don't ignite wheelnodes right away to delay the tire popping a bit
      igniteNode(cid)
    end
  end
end

Callers

@/ui/modules/apps/VehicleDebug/app.js
      '{{:: \'ui.apps.vehicleDebug.breakHinges\' | translate}}' +
      '{{:: \'ui.apps.vehicleDebug.igniteVehicle\' | translate}}' +
      '{{:: \'ui.apps.vehicleDebug.explodeVehicle\' | translate}}' +
        $scope.igniteVehicle = function () {
            bngApi.activeObjectLua('fire.igniteVehicle()')
        }
@/lua/ge/extensions/gameplay/discover/discover_037.lua
        table.insert(seq, util_stepHandler.makeStepReturnTrueFunction(function()
          v:queueLuaCommand("fire.igniteVehicle()")
          return true
        table.insert(seq, util_stepHandler.makeStepReturnTrueFunction(function()
          v:queueLuaCommand("fire.igniteVehicle()")
          return true
@/lua/ge/extensions/core/funstuff.lua

local function igniteVehicle()
  getPlayerVehicle(0):queueLuaCommand("fire.igniteVehicle()")
local function igniteVehicle()
  getPlayerVehicle(0):queueLuaCommand("fire.igniteVehicle()")
  return {"hide"}
@/ui/ui-vue/mockdata/inputBindings.js
                "title": "ui.inputActions.gameplay.funFire.title",
                "onDown": "fire.igniteVehicle()",
                "order": 43,