workload
Definition
-- @/lua/vehicle/extensions/gameplayStatisticModules/watchBurnout.lua:15
local function watchBurnout()
local prevTrigger = curTrigger
velocity = obj:getGroundSpeed() * 1.5
curTrigger = false
if initialWheelCount ~= wheels.wheelCount then return end --if we lose a wheel
for _, wIndex in ipairs(wheelsBurnout) do
wd = wheels.wheels[wIndex]
if wd.isBroken == false and wd.wheelSpeed > 2 and wd.wheelSpeed > velocity and (wd.lastSlip * min(wd.downForce * 0.1, 1))>4 and wd.contactMaterialID1 ~=-1 and wd.contactMaterialID2 ~=-1 then
curTrigger = true
break
end
end
if curTrigger then
if not prevTrigger then
startTime = obj:getSimTime()
end
else
if prevTrigger then
local burnOutTime = obj:getSimTime() - startTime
if burnOutTime > 0.1 then
gameplayStatistic.metricAdd("vehicle/airtime.time", burnOutTime, true)
end
end
end
end
Callers