VE Lua Documentation

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actuateBeam

Definition


-- @/=[C]:-1
function actuateBeam(...)

Callers

@/lua/vehicle/powertrain/electricWinch.lua
  device.outputTorque1 = 0
  --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend)
  local force = -electrics.values.ignitionLevel * 500000
  local frictionForce = 0
  obj:actuateBeam(beamstate.tagBeamMap.ropeTest[1], force, 10, slipForce, frictionForce, 10, 0, 100, 0, 0)
end
@/lua/vehicle/powertrain/hydraulicCylinder.lua
    --cylinder.cylinderForce = cylinderForce --debug
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, 0, dragForce, cylinder.cylinderReliefSlipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, 0, dragForce, cylinder.cylinderReliefSlipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)
    --cylinder.cylinderForce = cylinderForce --debug
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)
    --cylinder.cylinderForce = cylinderForce --debug
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)
    --cylinder.cylinderForce = cylinderForce --debug
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)
    --debug
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    --actuateBeam(int outId, float force, float speedLimit, float slipForce, float frictionForce, float slipSpeedLimit, float minExtend, float maxExtend, float virtualMassOut, float virtualMass)
    local beamVelocity = obj:actuateBeam(cid, cylinderForce, speedLimit, slipForce, dragForce, slipSpeedLimit, cylinder.minExtend, cylinder.maxExtend, cylinder.virtualMassOut, cylinder.virtualMass)
    currentBeamVelocity = currentBeamVelocity + cylinder.beamVelocitySmoothers[cid]:get(beamVelocity)