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queueLuaCommand

Definition


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

Callers

@/lua/ge/extensions/campaign/exploration.lua
      if vehicle then
        vehicle:queueLuaCommand('controller.setFreeze(1)')
      end
      if vehicle then
        vehicle:queueLuaCommand('controller.setFreeze(1)')
      end
        veh:setTransform(transform)
        veh:queueLuaCommand('obj:queueGameEngineLua("if getObjectByID('..playerId..') then getObjectByID('..playerId..'):autoplace(false) end")')
        simTimeAuthority.set(1)
        simTimeAuthority.set(1)
        veh:queueLuaCommand('recovery.clear()')
        local state = M.state
      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/core/input/actions.lua
  if vehObj then
    vehObj:queueLuaCommand(cmd)
    if debugUIEnabled then
      local cmdStr = _replaceCmd(evt.onDown, actionValue, vehicleId)
      Lua:queueLuaCommand(cmdStr)
      return 1
      local cmdStr = _replaceCmd(evt.onUp, actionValue, vehicleId)
      Lua:queueLuaCommand(cmdStr)
      return 1
      local cmdStr = _replaceCmd(evt.onChange, actionValue, vehicleId)
      Lua:queueLuaCommand(cmdStr)
      return 1
@/gameplay/missionTypes/aiRace/customNodes/autoStartPositionsNode.lua
          sp:moveResetVehicleTo(vehId, false, true)
          getObjectByID(vehId):queueLuaCommand("recovery.saveHome()") -- for easier resetting of vehicles
          log("D", "", "Moved vehicle "..vehId.." to start position "..sp.name)
@/lua/ge/extensions/flowgraph/nodes/gameplay/race/raceAiParameters.lua
      aggression = clamp(aggression + (self:getRandomNumber(scale) * 0.05), 0.25, 2)
      veh:queueLuaCommand('ai.setAggression('..aggression..')')
      state.baseAggression = aggression -- saves the aggression value to use later

      veh:queueLuaCommand('ai.setParameters('..serialize(aiParams)..')')
      veh:queueLuaCommand('ai.setRacing(true)') -- new mode, improves racing AI
      veh:queueLuaCommand('ai.setParameters('..serialize(aiParams)..')')
      veh:queueLuaCommand('ai.setRacing(true)') -- new mode, improves racing AI
        local mode = self.pinIn.avoidCollisions.value and 'on' or 'off'
        veh:queueLuaCommand('ai.setAvoidCars("'..mode..'")')
      end
        local mode = self.pinIn.rubberband.value and 'rubberBand' or 'off'
        veh:queueLuaCommand('ai.setAggressionMode("'..mode..'")')
      end
        local mode = self.pinIn.offroad.value and 'offRoad' or 'default'
        veh:queueLuaCommand('ai.setParameters({driveStyle = "'..mode..'"})')
      end
@/lua/ge/extensions/gameplay/missions/missionManager.lua
  if setup.toggleDifferentials then
    veh:queueLuaCommand([[
      for _, v in ipairs(powertrain.getDevicesByType("differential")) do powertrain.toggleDeviceMode(v.name) end
  if setup.lockFrontDiffs then
    veh:queueLuaCommand([[
      controller.getControllerSafe("frontLockControl").setDriveMode('locked')
  if setup.lockRearDiffs then
    veh:queueLuaCommand([[
      controller.getControllerSafe("rearLockControl").setDriveMode('locked')
  if setup.setTransfercase then
    veh:queueLuaCommand([[
      controller.getControllerSafe("transfercaseControl").setDriveMode('4hi')
  if setup.setRangebox then
    veh:queueLuaCommand([[
      controller.getControllerSafe("rangeboxControl").setDriveMode('low')
    for _, veh in ipairs(getAllVehicles()) do
      veh:queueLuaCommand("obj:setWind(0, 0, 0)")
    end
@/gameplay/missions/west_coast_usa/chase/001-Goliath/script.lua
        spawn.placeTrailer(suspectId, nodeOffset1, trailerId, nodeOffset2, nodeTag)
        --suspect:queueLuaCommand("beamstate.attachCouplers()")
      end
@/lua/ge/extensions/gameplay/missions/missionTypes/flowMission.lua
      if veh:isReady() then
        veh:queueLuaCommand("obj:setWind("..string.format('%2f, %2f, %2f', wind.x, wind.y, wind.z)..")")
      end
@/lua/ge/extensions/gameplay/traffic/baseRole.lua
        if args.useWarnSignal then
          getObjectByID(self.veh.id):queueLuaCommand('electrics.set_warn_signal(1)')
        end
        self.veh:setAiMode('stop')
        getObjectByID(self.veh.id):queueLuaCommand('electrics.set_warn_signal(1)')
        getObjectByID(self.veh.id):queueLuaCommand('electrics.set_lightbar_signal(0)')
        getObjectByID(self.veh.id):queueLuaCommand('electrics.set_warn_signal(1)')
        getObjectByID(self.veh.id):queueLuaCommand('electrics.set_lightbar_signal(0)')
      end
    if self.veh.isAi then
      obj:queueLuaCommand('ai.setTargetObjectID('..self.targetId..')')
    end
  self.driver.aggression = clamp(baseAggression + modifier, 0.2, 1)
  getObjectByID(self.veh.id):queueLuaCommand('ai.setAggression('..self.driver.aggression..')') -- slightly randomized aggression (mean 0.3)
end
  local obj = getObjectByID(self.veh.id)
  obj:queueLuaCommand('ai.setParameters('..serialize(params)..')') ]]--
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/beamstate.lua
  end
  veh:queueLuaCommand("beamstate."..self.selected.."()")
end
@/lua/ge/extensions/core/input/bindings.lua
  for _,veh in ipairs(getAllVehicles()) do
    veh:queueLuaCommand("hydros.onFFBConfigChanged("..serialize(getFFBConfig(veh))..")")
  end
@/lua/ge/extensions/gameplay/forceField.lua
    local veh = be:getObject(i)
    veh:queueLuaCommand("obj:setPlanets({})")
  end
    if veh:getId() ~= vehicle:getID() then
      veh:queueLuaCommand(command)
    end
@/lua/ge/extensions/flowgraph/modules/missionModule.lua
    if tod and tod.time >= 0.225 and tod.time <= 0.775 then
      obj:queueLuaCommand("electrics.setLightsState(2)")
    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
  --wpList = scenario_scenarios.getScenario().lapConfig
  --getObjectByID(vehicleId):queueLuaCommand("controller.getController('busNextStopDsp').onDepartedStop( "..dumps({unpack(wpList, 1,#wpList)}).." )")
    if playerVehicle then
      playerVehicle:queueLuaCommand('controller.setFreeze(1)')
    else
  if playerVehicle then
    playerVehicle:queueLuaCommand('controller.setFreeze(0)')
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/playRecording.lua
  self.recording.recording.loopType = "firstOnlyTeleport"
  veh:queueLuaCommand('ai.startFollowing(' .. serialize(self.recording.recording) .. ')')
  self.running = true
  if veh then
    veh:queueLuaCommand('ai.stopFollowing()')
  end
@/lua/ge/extensions/editor/vehicleEditor/veToolbar.lua
              local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = spawnRot})
              veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
            end
@/lua/ge/extensions/core/quickAccess.lua
        onSelect = function()
          getPlayerVehicle(0):queueLuaCommand("beamstate.save()")
          return {"hide"}
        onSelect = function()
          getPlayerVehicle(0):queueLuaCommand("beamstate.load()")
          extensions.hook('trackVehReset')
            extensions.hook('trackVehReset')
            playerVeh:queueLuaCommand("recovery.loadHome()")
            return {'hide'}
          onSelect = function()
            playerVeh:queueLuaCommand("recovery.saveHome()")
            return {'hide'}
            affectedVehicleCount = affectedVehicleCount + 1
            veh:queueLuaCommand('ai.driveUsingPath('..str..')')
            ::continue::
            local veh = be:getObject(i)
            veh:queueLuaCommand('ai.driveUsingPath('..str..')')
            veh:queueLuaCommand('ai.setRacing(true)')
            veh:queueLuaCommand('ai.driveUsingPath('..str..')')
            veh:queueLuaCommand('ai.setRacing(true)')
            affectedVehicleCount = affectedVehicleCount + 1
  if vehicle and getVehicleItems then
    vehicle:queueLuaCommand('extensions.core_quickAccess.requestItems("' .. tostring(currentLevel) .. '")')
    -- we give the vehicle 4 gfx frames to add items
    end
    veh:queueLuaCommand('extensions.core_quickAccess.selectItem(' .. serialize(item.id) .. ', ' .. serialize(buttonDown) .. ', ' .. serialize(actionIndex) .. ')')
    return
@/lua/ge/extensions/core/busRouteManager.lua
    if veh then
      veh:queueLuaCommand("controller.onGameplayEvent('"..cmd.."',"..serialize(arg)..")")
    else
@/lua/ge/extensions/gameplay/traffic/roles/standard.lua
        local obj = getObjectByID(self.veh.id)
        obj:queueLuaCommand('ai.driveInLane("off")')
        obj:queueLuaCommand('ai.setAggressionMode("off")')
        obj:queueLuaCommand('ai.driveInLane("off")')
        obj:queueLuaCommand('ai.setAggressionMode("off")')
        self:setAggression(args.aggression or max(0.5, random()))
        local obj = getObjectByID(self.veh.id)
        obj:queueLuaCommand('ai.driveInLane("off")')
        obj:queueLuaCommand('ai.setAggressionMode("off")')
        obj:queueLuaCommand('ai.driveInLane("off")')
        obj:queueLuaCommand('ai.setAggressionMode("off")')
        self:setAggression(args.aggression or max(0.5, random()))
@/lua/ge/extensions/core/vehicle/partmgmt.lua
  end
  vehObj:queueLuaCommand(string.format('bdebug.setPartsSelected(%s)', serialize(partNames)))
end
@/lua/ge/extensions/tech/utils.lua
    if veh then
      veh:queueLuaCommand("extensions.unload('tech_vehicleSystemsCoupling')")
    end
    M.vehicleSystemsCouplingLoad = function ()
      veh:queueLuaCommand("extensions.load('tech/vehicleSystemsCoupling'); tech_vehicleSystemsCoupling.startCoupling()")
    end
@/gameplay/missions/italy/arrive/012-Field/script.lua
      if n1 and n2 and (string.startswith(n1, self.str) or string.startswith(n2, self.str)) then
        veh:queueLuaCommand("ai.setAggression(0.4)") -- sets AI aggression to a low value, to assist with difficult turn
        self.riskTimer = 3
    if self.riskTimer <= 0 then
      veh:queueLuaCommand("ai.setAggression(0.7)") -- resets AI aggression
    end
@/lua/ge/extensions/gameplay/crashTest/scenarioManager.lua
  local veh = getObjectByID(vehId)
  veh:queueLuaCommand('ai.startFollowing(' .. serialize(scriptAiFile.recording) .. ')')
end
    local veh = getObjectByID(currentStepParameters.jbeamTargets[1])
    veh:queueLuaCommand('electrics.values.throttleOverride = ' .. currentStepParameters.throttleValue/100)
  end
      if veh then
        veh:queueLuaCommand('ai.stopFollowing()')
      end
      if veh then
        veh:queueLuaCommand('electrics.values.throttleOverride = nil')
      end
    if currentStepParameters.aiType == "ScriptAi" then
      veh:queueLuaCommand('ai.stopFollowing()') -- stop ai from AIing anytime it is involved in a crash
    end
@/lua/ge/extensions/gameplay/taxi.lua
local function activateSignal(veh, rightForRightHand)
  veh:queueLuaCommand('electrics.stop_turn_signal()')
  local isRightHand = map.getRoadRules().rightHandDrive
  local useRight = (isRightHand and rightForRightHand) or (not isRightHand and not rightForRightHand)
  veh:queueLuaCommand('electrics.toggle_' .. (useRight and 'left' or 'right') .. '_signal()')
end
    job.sleep(blinkersDuration)
    veh:queueLuaCommand('electrics.stop_turn_signal()')
  end, 1)
    if state == "pullingOver" and taxiSpeed < maxPullOverSpeed then
      veh:queueLuaCommand('electrics.set_warn_signal(1)')
      if currentStep == steps.taxiPullingOver then

    plVeh:queueLuaCommand('ai.driveUsingPath('..routeStr..')')
  notifyBlinkerSysOfPullOver(veh:getID())
  veh:queueLuaCommand('ai.setPullOver(true)')
end
local function setTrafficMode(veh)
  veh:queueLuaCommand('ai.setPullOver(false)')
  veh:queueLuaCommand('ai.setState({mode = "traffic"})')
  veh:queueLuaCommand('ai.setPullOver(false)')
  veh:queueLuaCommand('ai.setState({mode = "traffic"})')
end
@/lua/ge/extensions/career/modules/delivery/vehicleOfferManager.lua
      offer.vehicle.vehId = vehId
      veh:queueLuaCommand(string.format("partCondition.initConditions(nil, %d, nil, %f)", mileage, career_modules_vehicleShopping.getVisualValueFromMileage(mileage)))
      -- turn vehicle off
@/lua/ge/extensions/freeroam/specialTriggers.lua
      if active and trigger.enterVehCommand then
        getObjectByID(data.vehId):queueLuaCommand(trigger.enterVehCommand)
      elseif not active and trigger.exitVehCommand then
      elseif not active and trigger.exitVehCommand then
        getObjectByID(data.vehId):queueLuaCommand(trigger.exitVehCommand)
      end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/aiParams.lua
  if self.pinIn.risk.value ~= nil then
    veh:queueLuaCommand('ai.setAggression('..clamp(self.pinIn.risk.value,0.1,2.0)..')')
  end
  if self.pinIn.routeSpeed.value ~= nil then
    veh:queueLuaCommand('ai.setSpeed('..self.pinIn.routeSpeed.value..')')
  end
  if self.pinIn.routeMode.value ~= nil then
    veh:queueLuaCommand('ai.setSpeedMode("'..self.pinIn.routeMode.value..'")')
  end
  if self.pinIn.drivabilityCO.value ~= nil then
    veh:queueLuaCommand('ai.setCutOffDrivability('..self.pinIn.drivabilityCO.value..')')
  end
  if self.pinIn.inLane.value ~= nil then
    veh:queueLuaCommand('ai.driveInLane("'..(self.pinIn.inLane.value and 'on' or 'off')..'")')
  end
  if self.pinIn.avoidCars.value ~= nil then
    veh:queueLuaCommand('ai.setAvoidCars("'..(self.pinIn.avoidCars.value and 'on' or 'off')..'")')
  end
  if self.pinIn.forceRisk.value ~= nil then
    veh:queueLuaCommand('ai.setAggressionMode("'..(self.pinIn.forceRisk.value and 'off' or 'rubberBand')..'")')
  end
    if self.pinIn.activateNitrous.value then
      veh:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 1 end')
      veh:queueLuaCommand([[local nc = controller.getController("nitrousOxideInjection")
      veh:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 1 end')
      veh:queueLuaCommand([[local nc = controller.getController("nitrousOxideInjection")
      if nc then
    else
      veh:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')
      veh:queueLuaCommand([[local nc = controller.getController("nitrousOxideInjection")
      veh:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')
      veh:queueLuaCommand([[local nc = controller.getController("nitrousOxideInjection")
      if nc then
@/lua/ge/extensions/util/booster.lua
    if veh then
      veh:queueLuaCommand("extensions.core_booster.boost(vec3(0,0,1),0.01)")
    end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/directlyTo.lua

  veh:queueLuaCommand('ai:scriptStop('..tostring(self.data.handBrakeWhenFinished)..','..tostring(self.data.straightenWheelsWhenFinished)..')')
end
  local aiPath = {path = path}
  veh:queueLuaCommand('ai.startFollowing(' .. serialize(aiPath) .. ', nil, 0, "neverReset")')
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/flee.lua
  local targetId = self.pinIn.targetId.value or be:getPlayerVehicleID(0)
  veh:queueLuaCommand('ai.setMode("flee")')
  veh:queueLuaCommand('ai.setTargetObjectID('..targetId..')')
  veh:queueLuaCommand('ai.setMode("flee")')
  veh:queueLuaCommand('ai.setTargetObjectID('..targetId..')')
end
@/lua/ge/extensions/career/modules/inspectVehicle.lua
  core_vehicleBridge.executeAction(newVeh, 'setFreeze', true)
  newVeh:queueLuaCommand(string.format("partCondition.initConditions(nil, %d, nil, %f)", vehicleInfo.Mileage, career_modules_vehicleShopping.getVisualValueFromMileage(vehicleInfo.Mileage)))
  return newVeh
@/lua/ge/extensions/core/vehicle/manager.lua

    vehicle:queueLuaCommand('input.event("clutch", 0, 0)')
  end
@/lua/ge/extensions/gameplay/traffic/roles/police.lua
      if self.veh.isAi then
        obj:queueLuaCommand('ai.setSpeedMode("off")')
        obj:queueLuaCommand('ai.driveInLane("on")')
        obj:queueLuaCommand('ai.setSpeedMode("off")')
        obj:queueLuaCommand('ai.driveInLane("on")')
          self.veh:setAiMode('chase')
          obj:queueLuaCommand('electrics.set_lightbar_signal(2)')
          self.sirenTimer = -1
        self.veh:setAiMode('stop')
        getObjectByID(self.veh.id):queueLuaCommand('electrics.set_lightbar_signal(1)')
        self:setAggression()
      self.veh:setAiMode('chase')
      getObjectByID(self.veh.id):queueLuaCommand('ai.driveInLane("off")')
      self.driveInLane = false
      self.veh:setAiMode('flee')
      getObjectByID(self.veh.id):queueLuaCommand('ai.driveInLane("on")')
      self.driveInLane = true
        self.veh:setAiMode('stop')
        getObjectByID(self.veh.id):queueLuaCommand('electrics.set_lightbar_signal(2)')
      end
        -- TODO: this is a hack; we should enable the vehicle AI to naturally overtake traffic in lane mode
        getObjectByID(self.veh.id):queueLuaCommand('ai.driveInLane("off")')
        self.driveInLane = false
        if targetVeh.pursuit.timers.main >= 8 or targetVeh.speed >= minSpeed + 5 then -- target is still driving, or target gained speed
          getObjectByID(self.veh.id):queueLuaCommand('electrics.set_lightbar_signal(2)') -- fully turn on lights and sirens
          self.sirenTimer = -1
@/lua/ge/extensions/flowgraph/nodes/environment/directionalGravity.lua
  if veh then
    veh:queueLuaCommand("obj:setPlanets({})")
  end
  command = command .. (mass) .. '})'
  veh:queueLuaCommand(command)
  self.planet.origin = origin
@/lua/ge/extensions/editor/drivePathEditor/playback.lua
  for _, v in pairs(playing) do
    v.vehicle.veh:queueLuaCommand('ai.setState({mode = "stop"})')
  end
            noOfLaps and tostring(noOfLaps) or "nil")
            vehicle.veh:queueLuaCommand(command)
        else -- CASE: NAV GRAPH MODE.
            noOfLaps and tostring(noOfLaps) or "nil")
            vehicle.veh:queueLuaCommand(luaCmd)
        end
@/lua/ge/extensions/core/hotlapping.lua

      veh:queueLuaCommand('ai.driveUsingPath({wpTargetList = '..serialize(route)..', noOfLaps = 1000, avoidCars = "on"})')
      veh:queueLuaCommand('ai.setParameters({turnForceCoef = 4, awarenessForceCoef = 0.15})') -- slightly improves racing
      veh:queueLuaCommand('ai.driveUsingPath({wpTargetList = '..serialize(route)..', noOfLaps = 1000, avoidCars = "on"})')
      veh:queueLuaCommand('ai.setParameters({turnForceCoef = 4, awarenessForceCoef = 0.15})') -- slightly improves racing
      if not veh.isHotlapping then
        veh:queueLuaCommand('recovery.saveHome()')
        veh:queueLuaCommand('ai.setAggression(0.9)') -- sets aggression once (the user could adjust it as desired later)
        veh:queueLuaCommand('recovery.saveHome()')
        veh:queueLuaCommand('ai.setAggression(0.9)') -- sets aggression once (the user could adjust it as desired later)
        veh:setDynDataFieldbyName("isHotlapping", 0, "true")
    if veh.isHotlapping then
      veh:queueLuaCommand('ai.setMode("stop")')
      if respawn then
        veh:queueLuaCommand('recovery.loadHome()')
      end
@/lua/ge/extensions/scenario/driftGoal.lua
    if not fobjData and vehicle then
      vehicle:queueLuaCommand('mapmgr.enableTracking("'..instance.vehicleName..'")')-- reset vehicle (tricky step to prevent executing setMode and initialition in the same time TODO
    end
@/lua/ge/extensions/gameplay/skidpadTest.lua
      -- Make the AI drive the route
      vehicle:queueLuaCommand('ai.driveUsingPath(' .. serialize(config) .. ')')
      return true
@/lua/ge/extensions/flowgraph/nodes/vehicle/boost.lua
  if not self.loaded then
    veh:queueLuaCommand('extensions.load("core_booster")')
    self.loaded = true
  end
  veh:queueLuaCommand('core_booster.boost({'..(self.pinIn.power.value or 0) .. ',0,0},' .. (self.mgr.dtSim)..')')
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/customVlua_string.lua
  end
  veh:queueLuaCommand(customLUAString)
@/lua/ge/extensions/flowgraph/nodes/vehicle/applyVelocity.lua
  dirVec:setScaled(self.pinIn.coefficient.value or 1)
  veh:queueLuaCommand("thrusters.applyVelocity("..serialize(dirVec)..")")
end
@/lua/ge/extensions/core/remoteController.lua
        -- we reuse the outgauge extension for updating the user interface of the app
        vehicle:queueLuaCommand('if outgauge then outgauge.sendPackage("' .. ip .. '", ' .. appPort .. ', ' .. orientation.w .. ') end')
      end
@/lua/ge/extensions/editor/scriptAIEditor.lua
  for vid, p in pairs(polyLinesToExecute) do                                      -- Execute all the vehicle trajectories using the scriptAI backend.
    scenetree.findObject(vid):queueLuaCommand('ai.startFollowing(' .. serialize(p) .. ')')
  end
    if vid ~= nil then
      scenetree.findObject(vid):queueLuaCommand('ai.stopFollowing()')
    end
                if vwd.recordMode[i][0] == 2 then
                  scenetree.findObject(veh.vid):queueLuaCommand('ai.startRecording(true)')    -- Record a speed-based script.
                else
                else
                  scenetree.findObject(veh.vid):queueLuaCommand('ai.startRecording()')        -- Record a time-based script.
                end
              if editor.uiIconImageButton(editor.icons.stop, im.ImVec2(21, 21), nil, nil, nil, 'stopRecordingScript') then
                scenetree.findObject(veh.vid):queueLuaCommand('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitRecording\\","..tostring(objectId)..","..serialize(ai.stopRecording())..")")')
                stopExecute()
@/lua/vehicle/extensions/tech/techCore.lua
  local targetName = request['target']
  obj:queueGameEngineLua('scenetree.findObjectById(' .. obj:getID() .. '):queueLuaCommand("ai.setTargetObjectID(" .. scenetree.findObject(\'' .. targetName .. '\'):getID() .. ")")')
  request:sendACK('AiTargetSet')
@/lua/ge/extensions/career/modules/painting.lua
  if partName then
    vehicleObject:queueLuaCommand(string.format("partCondition.setPartPaints(%s, %s, 0)", partName, serialize(chosenPaints)))
  else
  else
    vehicleObject:queueLuaCommand(string.format("partCondition.setAllPartPaints(%s, 0)", serialize(chosenPaints)))
  end
@/lua/ge/extensions/editor/trafficDebug.lua
      local obj = getObjectByID(currVeh.id)
      obj:queueLuaCommand("recovery.recoverInPlace()")
      currVeh:onRefresh()
@/lua/ge/extensions/tech/techCore.lua
  veh = scenetree.findObject(vid)
  veh:queueLuaCommand(command)
      command = 'extensions.load("' .. ext .. '")'
      veh:queueLuaCommand(command)
    end
    ]]
    veh:queueLuaCommand(string.format(command, lpack.encode(tech_techCapture.export())))
  end
  command = string.format('tech_techCore.startConnection(\'%s\', %s)', tcomParams.ip, tostring(skipServer))
  veh:queueLuaCommand(command)
  return true
    vehicleInfoPending[id] = true
    veh:queueLuaCommand('extensions.load("tech/techCore")')
    veh:queueLuaCommand('tech_techCore.requestVehicleInfo()')
    veh:queueLuaCommand('extensions.load("tech/techCore")')
    veh:queueLuaCommand('tech_techCore.requestVehicleInfo()')
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/getAIMode.lua

  veh:queueLuaCommand(self:getCmd())
  if self.returnedMode ~= nil then
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/simpleFollowDecalroad.lua

  veh:queueLuaCommand('ai.startFollowing(' .. serialize(self.path) .. ',nil,'..(self.pinIn.loopCount.value or -1)..',"'..self.data.loopMode..'")')
  --dump('ai.startFollowing(' .. serialize(self.path) .. ',)')

  veh:queueLuaCommand('ai.stopFollowing()')
  self.running = false
@/lua/ge/extensions/core/trailerRespawn.lua
  if core_vehicles.couplerTagsOptions[couplerTag] == "autoCouple" then
    veh:queueLuaCommand(string.format('beamstate.activateAutoCoupling("%s")', couplerTag))
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/alignForCoupling.lua
        v2:setTransform(res)
        v2:queueLuaCommand('obj:requestReset(RESET_PHYSICS)')
        v2:resetBrokenFlexMesh()
        v2:resetBrokenFlexMesh()
        v1:queueLuaCommand('beamstate.activateAutoCoupling()')
        self.waitForCouple = true
@/lua/ge/extensions/gameplay/drag/utils.lua
  if veh then
    veh:queueLuaCommand('ai.setTarget("drag_stop")')
    veh:queueLuaCommand('ai:scriptStop('..tostring(true)..','..tostring(true)..')')
    veh:queueLuaCommand('ai.setTarget("drag_stop")')
    veh:queueLuaCommand('ai:scriptStop('..tostring(true)..','..tostring(true)..')')
  end
    if not racer.isPlayable then
      racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
    end

        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("set")')
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("set")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(0)')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("set")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(0)')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. aiMode .. '")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(0)')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. aiMode .. '")')
        racer.vehObj:queueLuaCommand('controller.setFreeze(0)')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. aiMode .. '")')
        racer.vehObj:queueLuaCommand('controller.setFreeze(0)')
        racer.vehObj:queueLuaCommand([[
        racer.vehObj:queueLuaCommand('controller.setFreeze(0)')
        racer.vehObj:queueLuaCommand([[
          local nc = controller.getController("nitrousOxideInjection")
        ]])
        racer.vehObj:queueLuaCommand('ai.setSpeed(' .. aiSpeed .. ')')
        racer.vehObj:queueLuaCommand('ai.setTarget("' .. aiTarget .. '")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(' .. aiSpeed .. ')')
        racer.vehObj:queueLuaCommand('ai.setTarget("' .. aiTarget .. '")')
        extensions.hook("stageStarted")
    if distance > -5 and distance < -0.178 then
      racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. stageWaypoint.mode .. '")')
      racer.vehObj:queueLuaCommand('ai.setSpeed(' .. stageWaypoint.speed .. ')')
      racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. stageWaypoint.mode .. '")')
      racer.vehObj:queueLuaCommand('ai.setSpeed(' .. stageWaypoint.speed .. ')')
    elseif racer.beamState[racer.frontWheelId].stage then
      if phase.timerOffset >= phase.startedOffset then
        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('ai.setAggression(1)')
        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('ai.setAggression(1)')
        racer.vehObj:queueLuaCommand('ai.setParameters({understeerThrottleControl = "off", oversteerThrottleControl = "off", throttleTcs = "off"})')
        racer.vehObj:queueLuaCommand('ai.setAggression(1)')
        racer.vehObj:queueLuaCommand('ai.setParameters({understeerThrottleControl = "off", oversteerThrottleControl = "off", throttleTcs = "off"})')
        racer.vehObj:queueLuaCommand([[
        racer.vehObj:queueLuaCommand('ai.setParameters({understeerThrottleControl = "off", oversteerThrottleControl = "off", throttleTcs = "off"})')
        racer.vehObj:queueLuaCommand([[
          local ts = controller.getController("twoStep")
        ]])
        racer.vehObj:queueLuaCommand([[
          local tb = controller.getController("transbrake")
        ]])
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = 0.8')
        extensions.hook("startDragCountdown", racer.vehId, dialsData[racer.vehId])
        local aiTarget = endLine.name
        racer.vehObj:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 1 end')
        racer.vehObj:queueLuaCommand([[
        racer.vehObj:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 1 end')
        racer.vehObj:queueLuaCommand([[
          local tb = controller.getController("transbrake")
        ]])
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('ai.setSpeed(' .. aiSpeed .. ')')
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('ai.setSpeed(' .. aiSpeed .. ')')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. aiMode .. '")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(' .. aiSpeed .. ')')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. aiMode .. '")')
        racer.vehObj:queueLuaCommand('ai.setTarget("' .. aiTarget .. '")')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. aiMode .. '")')
        racer.vehObj:queueLuaCommand('ai.setTarget("' .. aiTarget .. '")')
      if phase.timerOffset >= phase.startedOffset then
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('ai.setAggression(0.3)')
        racer.vehObj:queueLuaCommand('ai.setState({mode = "manual"})')
        racer.vehObj:queueLuaCommand('ai.setAggression(0.3)')
        racer.vehObj:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')
        racer.vehObj:queueLuaCommand('ai.setAggression(0.3)')
        racer.vehObj:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')

        racer.vehObj:queueLuaCommand([[
          local nc = controller.getController("nitrousOxideInjection")
        ]])
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. spawnWaypoint.mode .. '")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(' .. (minVelToStop / 2) .. ')')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("' .. spawnWaypoint.mode .. '")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(' .. (minVelToStop / 2) .. ')')
        racer.vehObj:queueLuaCommand('ai.setTarget("drag_stop")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(' .. (minVelToStop / 2) .. ')')
        racer.vehObj:queueLuaCommand('ai.setTarget("drag_stop")')
      if phase.timerOffset >= phase.startedOffset then
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')
        racer.vehObj:queueLuaCommand('electrics.values.throttleOverride = nil')
        racer.vehObj:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')

        racer.vehObj:queueLuaCommand([[
          local nc = controller.getController("nitrousOxideInjection")

        racer.vehObj:queueLuaCommand('ai.setSpeedMode("set")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(0)')
        racer.vehObj:queueLuaCommand('ai.setSpeedMode("set")')
        racer.vehObj:queueLuaCommand('ai.setSpeed(0)')
@/lua/ge/ge_utils.lua
  if not minVehId then
  vehr:queueLuaCommand(callbackfct .. '(-1, -1)')
  else
  else
  vehr:queueLuaCommand(callbackfct .. '(' .. minVehId .. ',' .. minDist .. ')')
  end
  local cmd = string.format('obj:queueGameEngineLua(string.format(%q, serialize({%s, unpack(%s)})))', geluaCommand, vluaCommand, serialize({...}))
  veh:queueLuaCommand(cmd)
end
@/lua/ge/extensions/editor/drivePathEditor.lua
  for _, veh in activeVehiclesIterator() do
    veh:queueLuaCommand('ai.setState({mode = "stop"})')
  end
@/lua/ge/extensions/flowgraph/nodes/debug/aiDebug.lua
  if veh then
    veh:queueLuaCommand('ai.setVehicleDebugMode({debugMode = "' .. mode .. '"})')
  end
@/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/ge/extensions/gameplay/parking.lua

  getObjectByID(vehId):queueLuaCommand("electrics.setIgnitionLevel(0)")
    if parkingSpot.customFields.tags.street then -- enables tracking, so that AI can try to avoid this vehicle
      if not map.objects[vehId] then getObjectByID(vehId):queueLuaCommand("mapmgr.enableTracking()") end
    else -- disables tracking, to optimize performance
    else -- disables tracking, to optimize performance
      getObjectByID(vehId):queueLuaCommand("mapmgr.disableTracking()")
    end
@/lua/ge/map.lua
  -- local aiData = {subjectName = args.subjectName, triggerName = args.triggerName, event = args.event, mode = args.mode}
  -- args.subject:queueLuaCommand('ai.onWaypoint(' .. serialize(aiData) .. ')')
    --print(l)
    args.subject:queueLuaCommand(l)
@/lua/ge/extensions/editor/engineAudioDebug.lua
    editor_engineAudioDebug.engine = {}
    veh:queueLuaCommand([[
      local data, names = sounds.getEngineSoundData();
      if changed then
        veh:queueLuaCommand([[
          local engines = powertrain.getDevicesByCategory("engine");
@/lua/ge/extensions/freeroam/dragRace.lua
  if playerPrestageReady == false then
    opponentVehicle:queueLuaCommand('controller.setFreeze(1)')
    log("D","setupPrestage", "setSpeed = 0" )
    log("D","setupPrestage", "setSpeed = 0" )
    opponentVehicle:queueLuaCommand('ai.setSpeed('.. 0 ..')')
  else
    -- 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" )
    log("D","setupPrestage", "setSpeed = 5" )
    opponentVehicle:queueLuaCommand('ai.setSpeed('.. 5 ..')')
  end
  end
  opponentVehicle:queueLuaCommand('ai.setAggression('.. 0 ..')')
  opponentVehicle:queLuaComuemand('controller.onGameplayEvent("freeroam_dragRace", "AI_prestage")') --moded controller support
  lights.stageLights.stageLightL.obj:setHidden(false)
  opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
  opponentVehicle:queueLuaCommand('ai.setAggression(0)')
  opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
  opponentVehicle:queueLuaCommand('ai.setAggression(0)')
  opponentVehicle:queueLuaCommand('ai.setSpeed(5)')
  opponentVehicle:queueLuaCommand('ai.setAggression(0)')
  opponentVehicle:queueLuaCommand('ai.setSpeed(5)')
  opponentVehicle:queueLuaCommand('ai.setAvoidCars("on")')
  opponentVehicle:queueLuaCommand('ai.setSpeed(5)')
  opponentVehicle:queueLuaCommand('ai.setAvoidCars("on")')
  opponentVehicle:queueLuaCommand('controller.onGameplayEvent("freeroam_dragRace", "AI_stage")') --moded controller support
  opponentVehicle:queueLuaCommand('ai.setAvoidCars("on")')
  opponentVehicle:queueLuaCommand('controller.onGameplayEvent("freeroam_dragRace", "AI_stage")') --moded controller support
  log("D","setupStart", "AIAIAIAIAIAI")
  opponentVehicle:queueLuaCommand('controller.setFreeze(1)')
  opponentVehicle:queueLuaCommand('ai.setAggression(2)')
  opponentVehicle:queueLuaCommand('controller.setFreeze(1)')
  opponentVehicle:queueLuaCommand('ai.setAggression(2)')
  opponentVehicle:queueLuaCommand('ai.setSpeed(nil)')
  opponentVehicle:queueLuaCommand('ai.setAggression(2)')
  opponentVehicle:queueLuaCommand('ai.setSpeed(nil)')
  opponentVehicle:queueLuaCommand('controller.onGameplayEvent("freeroam_dragRace", "AI_setupStart")') --moded controller support
  opponentVehicle:queueLuaCommand('ai.setSpeed(nil)')
  opponentVehicle:queueLuaCommand('controller.onGameplayEvent("freeroam_dragRace", "AI_setupStart")') --moded controller support
  log("D","setupStart", "setSpeed = NIL" )
  log("D","startOpponent", "AIAIAIAIAIAI")
  opponentVehicle:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 1 end')
  opponentVehicle:queueLuaCommand([[local nc = controller.getController("nitrousOxideInjection")
  opponentVehicle:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 1 end')
  opponentVehicle:queueLuaCommand([[local nc = controller.getController("nitrousOxideInjection")
  if nc then
  end]])
  opponentVehicle:queueLuaCommand('controller.onGameplayEvent("freeroam_dragRace", "AI_start")') --moded controller support
end
  log("D","stopOpponent", "AIAIAIAIAIAI")
  opponentVehicle:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')
  opponentVehicle:queueLuaCommand([[local nc = controller.getController("nitrousOxideInjection")
  opponentVehicle:queueLuaCommand('if electrics.values.jatoInput then electrics.values.jatoInput = 0 end')
  opponentVehicle:queueLuaCommand([[local nc = controller.getController("nitrousOxideInjection")
  if nc then
  end]])
  opponentVehicle:queueLuaCommand('controller.onGameplayEvent("freeroam_dragRace", "AI_stop")') --moded controller support
  opponentVehicle:queueLuaCommand('ai.setAvoidCars("on")')
  opponentVehicle:queueLuaCommand('controller.onGameplayEvent("freeroam_dragRace", "AI_stop")') --moded controller support
  opponentVehicle:queueLuaCommand('ai.setAvoidCars("on")')
end
            resetDisplays()
            opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
            startOpponent()
          time = 0
          opponentVehicle:queueLuaCommand('controller.setFreeze(0)')
          startOpponent()
          log("D","pre","JUMPED *****************************************************************")
          opponentVehicle:queueLuaCommand('ai.setSpeed(0)')
          opponentVehicle:queueLuaCommand('controller.setFreeze(1)')
          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')
  --opponentVehicle:setField('canSave', '', 'false')
  -- opponentVehicle:queueLuaCommand('ai.setVehicleDebugMode({debugMode="trajectory"})')
end
          table.remove(vehicles, i)
          opponentVehicle:queueLuaCommand('ai.setSpeed(30)')
          opponentVehicle:queueLuaCommand('ai.setSpeedMode("limit")')
          opponentVehicle:queueLuaCommand('ai.setSpeed(30)')
          opponentVehicle:queueLuaCommand('ai.setSpeedMode("limit")')
          opponentVehicle:queueLuaCommand('ai.setAggression(0.5)')
          opponentVehicle:queueLuaCommand('ai.setSpeedMode("limit")')
          opponentVehicle:queueLuaCommand('ai.setAggression(0.5)')
          stopOpponent()
      init()
      opponentVehicle:queueLuaCommand('ai.setSpeed(5)')
      opponentVehicle:queueLuaCommand('ai.setSpeedMode("set")')
      opponentVehicle:queueLuaCommand('ai.setSpeed(5)')
      opponentVehicle:queueLuaCommand('ai.setSpeedMode("set")')
      opponentVehicle:queueLuaCommand('ai.setAggression(0)')
      opponentVehicle:queueLuaCommand('ai.setSpeedMode("set")')
      opponentVehicle:queueLuaCommand('ai.setAggression(0)')
    end
@/lua/ge/extensions/career/modules/vehicleShopping.lua

  newVeh:queueLuaCommand(string.format("partCondition.initConditions(nil, %d, nil, %f) obj:queueGameEngineLua('career_modules_vehicleShopping.onVehicleSpawnFinished(%d)')", vehicleInfo.Mileage, getVisualValueFromMileage(vehicleInfo.Mileage), newVeh:getID()))
  return newVeh
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veGeneralData.lua
  if im.Begin(wndName, windowOpen) then
    vEditor.vehicle:queueLuaCommand([[
      local data = {}
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/follow.lua
  local targetId = self.pinIn.targetId.value or be:getPlayerVehicleID(0)
  veh:queueLuaCommand('ai.setMode("follow")')
  veh:queueLuaCommand('ai.setTargetObjectID('..targetId..')')
  veh:queueLuaCommand('ai.setMode("follow")')
  veh:queueLuaCommand('ai.setTargetObjectID('..targetId..')')
end
@/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
          for vek, ve in pairs(vehicleConf.extensions) do
            to.obj:queueLuaCommand('extensions.scenario_' .. vek  .. '.onVehicleScenarioData(' .. serialize(ve) .. ')')
          end
          local carName = helper.getVehicleByName(vName)
          carName:queueLuaCommand('controller.setFreeze(1)')
       end
      if vehicle then
        vehicle:queueLuaCommand('electrics.set_lightbar_signal(0)')
      end
@/lua/ge/extensions/editor/gen/decal.lua
--        lo('>> toTarget:'..tostring(car.target)..':'..tostring(ang))
--    veh:queueLuaCommand('ai.driveToTarget("'..car.target.x..'_'..car.target.y..'_'..car.pos.x..'_'..car.pos.y..'_'..car.vel.y..'_'..car.vel.y..'",0.1,0,0.2,"1")')

--    veh:queueLuaCommand('ai.driveCar('..ang..','..throttle..','..br..',0,1)')
end
--            local cvel = veh:getVelocity()
--            veh:queueLuaCommand('ai.driveToTarget("'..car.target.x..'_'..car.target.y..'_'..cpos.x..'_'..cpos.y..'_'..cvel.y..'_'..cvel.y..'",0.2,0,5,"1")')
    --        input.event("throttle", 2, "FILTER_AI", nil, nil, nil, "ai")
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veAeroDebug.lua
  if wheelNameFL and wheelNameFR and wheelNameRL and wheelNameRR then
    vEditor.vehicle:queueLuaCommand('aeroDebug.setWheelNames("' .. wheelNameFL .. '","' .. wheelNameFR .. '","' .. wheelNameRL .. '","' .. wheelNameRR .. '")')
  end
    if not vEditor.aeroData or (vEditor.aeroData and not (vEditor.aeroData.wheelNameStrings and vEditor.aeroData.totalAeroForce)) then
      vEditor.vehicle:queueLuaCommand('extensions.aeroDebug.enable()')
    end

    vEditor.vehicle:queueLuaCommand('obj:queueGameEngineLua("vEditor.aeroData =" .. serialize(extensions.aeroDebug.getAeroData()))')
      --if im.SliderFloat("wind", wind, -100, 100) then
      --  vEditor.vehicle:queueLuaCommand('obj:setWind("' .. wind .. '", "' .. wind.y .. '", "' .. wind.z .. '" )')
      --end
  if oldVeh then
    oldVeh:queueLuaCommand('extensions.aeroDebug.disable()')
  end
  if vEditor and vEditor.vehicle then
    vEditor.vehicle:queueLuaCommand('extensions.aeroDebug.disable()')
  end
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veTCSDebug.lua
  if im.Begin(wndName, windowOpen) then
    vEditor.vehicle:queueLuaCommand([[
      local escControllers = controller.getControllersByType("esc")
@/lua/ge/extensions/gameplay/traffic.lua
      if stopAi and traffic[id].isAi then
        obj:queueLuaCommand('ai.setMode("stop")')
      end
@/lua/ge/extensions/flowgraph/nodes/environment/setWind.lua
  for _, veh in ipairs(getAllVehicles()) do
    veh:queueLuaCommand('obj:setWind(0, 0, 0)')
  end
    if not self.pinIn.vehId.value or self.pinIn.vehId.value == veh:getId() then
      veh:queueLuaCommand('obj:setWind('..string.format('%6f, %6f, %6f', windVec.x, windVec.y, windVec.z)..')')
    end
@/lua/console/resave-pcs.lua
          io.write("\tresaving config " .. config .. "\n")
          be:queueLuaCommand("partmgmt.loadLocal('" .. config .. "')")
          be:queueLuaCommand("partmgmt.saveLocal('" .. config .. "')")
          be:queueLuaCommand("partmgmt.loadLocal('" .. config .. "')")
          be:queueLuaCommand("partmgmt.saveLocal('" .. config .. "')")
          BeamEngine:update(2, 2)
@/lua/ge/extensions/scenario/speedGoal.lua
    if not fobjData and vehicle then
      vehicle:queueLuaCommand('mapmgr.enableTracking("'..instance.vehicleName..'")')-- reset vehicle (tricky step to prevent executing setMode and initialition in the same time TODO
      goto continue
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/arrive.lua
        if self.data.autoDisableOnArrive then
          veh:queueLuaCommand('ai.setState({mode = "disabled"})')
        end
      if not self.sentCommand then
        veh:queueLuaCommand('ai.setState({mode = "manual"})')
        veh:queueLuaCommand('ai.setTarget("'..self.pinIn.waypointName.value..'")')
        veh:queueLuaCommand('ai.setState({mode = "manual"})')
        veh:queueLuaCommand('ai.setTarget("'..self.pinIn.waypointName.value..'")')
        self.sentCommand = true
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/random.lua

  veh:queueLuaCommand('ai.setState({mode = "random"})')
end
@/lua/ge/extensions/gameplay/discover/newPlayerExperience.lua
    label = 'ui.inputActions.gameplay.recover_vehicle.title',
    onClick = "getPlayerVehicle(0):queueLuaCommand('recovery.startRecovering() recovery.stopRecovering()')",
  },
    label = 'ui.common.ignition',
    onClick = "getPlayerVehicle(0):queueLuaCommand('electrics.toggleIgnitionLevelOnDown() electrics.toggleIgnitionLevelOnUp()')",
  },
                  dones[vehId] = true
                  veh:queueLuaCommand(setup)
                  log("I","discover","Setting up vehicle "..vehId.." with command: "..setup)
@/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
  getObjectByID(id):queueLuaCommand('controller.setFreeze(false)')
  getObjectByID(id):queueLuaCommand('ai.driveUsingPath('..str..')') -- this should ignore one-way roads
end

  getObjectByID(id):queueLuaCommand('ai.setMode("stop")')
end
  --veh:resetBrokenFlexMesh()
  --veh:queueLuaCommand('recovery.recoverInPlace()')
end
    if veh and self.states[id].isAiVeh then -- lower aggression past the finish line
      veh:queueLuaCommand('ai.setAggression(0.5)')
    end
      if val >= 0 then
        vehicle:queueLuaCommand('ai.setAggression('..val..')')
      else
        local aggr = self.states[id].baseAggression or 0.9
        vehicle:queueLuaCommand('ai.setAggression('..aggr..')')
      end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/stop.lua

  veh:queueLuaCommand('ai.setState({mode = "stop"})')
end
@/lua/ge/main.lua
  if core_environment then
    v:queueLuaCommand("obj:setGravity("..core_environment.getGravity()..")")
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/traffic.lua

  veh:queueLuaCommand('ai.setMode("traffic")')
end
@/lua/ge/extensions/scenario/quickRace.lua
    if playerVehicle then
      playerVehicle:queueLuaCommand("electrics.set_fog_lights(1) ; electrics.setLightsState(2)")
    end
  if playerVehicle then
    playerVehicle:queueLuaCommand('controller.setFreeze(0)')
  else
@/gameplay/missionTypes/chase/customNodes/suspectAiNode.lua
        if race.aiPath and race.aiPath[1] then
          veh:queueLuaCommand('ai.driveUsingPath({wpTargetList = '..serialize(race.aiPath)..'})')
        end
        json.recording.loopType = "firstOnlyTeleport"
        veh:queueLuaCommand('ai.startFollowing(' .. serialize(json.recording) .. ')')
        self.aiMode = 'script'
      if map.getMap().nodes[self.pinIn.targetWaypoint.value] then
        veh:queueLuaCommand('ai.setState({mode = "manual"})')
        veh:queueLuaCommand('ai.setTarget("'..self.pinIn.targetWaypoint.value..'")')
        veh:queueLuaCommand('ai.setState({mode = "manual"})')
        veh:queueLuaCommand('ai.setTarget("'..self.pinIn.targetWaypoint.value..'")')
        self.aiMode = 'waypoint'
    else -- just uses flee mode as default
      veh:queueLuaCommand('ai.setMode("flee")')
      self.aiMode = 'flee'
    if self.aiMode ~= 'flee' and self.pinIn.setFlee.value then
      veh:queueLuaCommand('ai.setMode("flee")')
      self.aiMode = 'flee'
    if self.aiMode ~= 'stop' and self.pinIn.setStop.value then
      veh:queueLuaCommand('ai.setMode("stop")')
      self.aiMode = 'stop'
@/gameplay/missionTypes/evade/customNodes/multiVehicleLuaNode.lua
  for _, id in ipairs(vehIds) do
    getObjectByID(id):queueLuaCommand(self.pinIn.func.value or '')
  end
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/couple.lua
  if self.data.mode == 'toggle' then
    veh:queueLuaCommand("beamstate.toggleCouplers()")
  elseif self.data.mode == 'activate' then
  elseif self.data.mode == 'activate' then
    veh:queueLuaCommand("beamstate.activateAutoCoupling()")
  elseif self.data.mode == 'disable' then
    --veh:stopLatching()
    veh:queueLuaCommand("beamstate.disableAutoCoupling()")
  elseif self.data.mode == 'detach' then
  elseif self.data.mode == 'detach' then
    veh:queueLuaCommand("beamstate.detachCouplers()")
  end
@/lua/ge/extensions/flowgraph/nodes/environment/planet.lua
  if self.veh then
    self.veh:queueLuaCommand("obj:setPlanets({})")
    self.veh = nil

  veh:queueLuaCommand(command)
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/breakgroup.lua
    if self.pinIn.group.value == '*' then
      veh:queueLuaCommand("beamstate.breakAllBreakgroups()")
    else
    for _,g in pairs(groups) do
      veh:queueLuaCommand("beamstate.breakBreakGroup('" .. g .. "')")
    end
@/lua/ge/extensions/core/sounds.lua
  if not newVehicle then return end
  newVehicle:queueLuaCommand("sounds.updateCabinFilter()")
end
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/vehicleAction.lua
  if self.pinIn.down.value and self.action.onDown then
    veh:queueLuaCommand(self:formatCommand(self.action.onDown))
  end
  if self.pinIn.change.value and self.action.onChange then
    veh:queueLuaCommand(self:formatCommand(self.action.onChange))
  end
  if self.pinIn.up.value and self.action.onUp then
    veh:queueLuaCommand(self:formatCommand(self.action.onUp))
  end
@/lua/ge/extensions/util/screenshotCreator.lua

            newVehicle:queueLuaCommand("input.event('parkingbrake', 1, 1)")
            newVehicle:queueLuaCommand("input.event('throttle', 0, 2)")
            newVehicle:queueLuaCommand("input.event('parkingbrake', 1, 1)")
            newVehicle:queueLuaCommand("input.event('throttle', 0, 2)")
            newVehicle:queueLuaCommand("controller.mainController.setEngineIgnition(false)")
            newVehicle:queueLuaCommand("input.event('throttle', 0, 2)")
            newVehicle:queueLuaCommand("controller.mainController.setEngineIgnition(false)")
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/followWaypoints.lua

  veh:queueLuaCommand('ai.driveUsingPath({wpTargetList = ' .. serialize(aiPath) .. ', wpSpeeds = ' .. serialize(wpSpeeds) .. ', noOfLaps = ' .. self.lapCount .. ', aggression = 1})')
@/lua/ge/extensions/career/modules/vehiclePerformance.lua

      getObjectByID(vehId):queueLuaCommand('damageTracker.registerDamageUpdateCallback(function(damageData, damageDataDelta) obj:queueGameEngineLua("career_modules_vehiclePerformance.onVehicleDamaged(" .. serialize(damageData) .. ", " .. serialize(damageDataDelta) .. ")") end)')
      -- Make the AI drive the route
      vehicle:queueLuaCommand('ai.driveUsingPath(' .. serialize(config) .. ')')
      core_camera.setByName(0, 'orbit')
@/lua/ge/extensions/tech/impactgen/crashOutput.lua
  if dmg > 10 then
    veh:queueLuaCommand('input.event("throttle", 0, 1)')
    veh:queueLuaCommand('input.event("brake", 0, 1)')
    veh:queueLuaCommand('input.event("throttle", 0, 1)')
    veh:queueLuaCommand('input.event("brake", 0, 1)')
    veh:queueLuaCommand('input.event("parkingbrake", 1, 1)')
    veh:queueLuaCommand('input.event("brake", 0, 1)')
    veh:queueLuaCommand('input.event("parkingbrake", 1, 1)')
    if other ~= nil then
      other:queueLuaCommand('input.event("throttle", 0, 1)')
      other:queueLuaCommand('input.event("parkingbrake", 1, 1)')
      other:queueLuaCommand('input.event("throttle", 0, 1)')
      other:queueLuaCommand('input.event("parkingbrake", 1, 1)')
    end

  other:queueLuaCommand('input.event("throttle", ' .. tostring(throttle) .. ', 1)')

  other:queueLuaCommand('input.event("throttle", ' .. tostring(throttle) .. ', 1)')
  if throttle > 0 then
    ego:queueLuaCommand('input.event("throttle", ' ..  tostring(throttle) .. ', 1)')
  else
  else
    ego:queueLuaCommand('input.event("brake", ' ..  tostring(-throttle) .. ', 1)')
  end
    if obj ~= nil and obj:getId() == vID then
      obj:queueLuaCommand('extensions.load("tech/impactgen/damageEvaluation")')
      spawnPending = nil
@/lua/ge/extensions/editor/suspensionAudioDebug.lua
  if editor.beginWindow(wndName, wndName) then
    veh:queueLuaCommand('obj:queueGameEngineLua("editor_suspensionAudioDebug.beamSounds =" .. serialize(sounds.getBeamSounds()))')
@/lua/ge/extensions/core/input/vibrationDebug.lua
    if imgui.InputFloat("Wheel Slip Force Multiplier", wheelSlipForceMult, 0.1, 1.0, "%.2f") then
      veh:queueLuaCommand("hydros.setWheelSlipForceMultiplier("..wheelSlipForceMult[0]..")")
    end
    if imgui.InputFloat("Jerk Force Multiplier", jerkForceMult, 0.1, 1.0, "%.2f") then
      veh:queueLuaCommand("hydros.setJerkForceMultiplier("..jerkForceMult[0]..")")
    end
    if imgui.InputFloat("Wheel Slip Min", wheelSlipMin, 0.1, 1.0, "%.2f") then
      veh:queueLuaCommand("hydros.setWheelSlipMin("..wheelSlipMin[0]..")")
    end
    if imgui.InputFloat("Jerk Min", jerkMin, 0.1, 1.0, "%.2f") then
      veh:queueLuaCommand("hydros.setJerkMin("..jerkMin[0]..")")
    end
@/lua/ge/extensions/career/modules/inventory.lua
    inventoryIdAfterUpdatingPartConditions = inventoryId
    vehicle:queueLuaCommand(string.format("if not partCondition.getConditions() then partCondition.initConditions() end obj:queueGameEngineLua('career_modules_inventory.updatePartConditions(%d, %d)')", vehId, inventoryId))
@/lua/ge/extensions/ui/uiNavi.lua
  --  if veh then
  --    veh:queueLuaCommand("mapmgr.enableTracking()")
  --  end
   -- if veh then
      --veh:queueLuaCommand("mapmgr.enableTracking()")
   -- end
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
  local obj = getObjectByID(self.id)
  obj:queueLuaCommand('electrics.set_lightbar_signal(0)')
  obj:queueLuaCommand('electrics.set_warn_signal(0)')
  obj:queueLuaCommand('electrics.set_lightbar_signal(0)')
  obj:queueLuaCommand('electrics.set_warn_signal(0)')
  obj:queueLuaCommand('electrics.horn(false)')
  obj:queueLuaCommand('electrics.set_warn_signal(0)')
  obj:queueLuaCommand('electrics.horn(false)')
end
function C:honkHorn(duration) -- set horn with duration
  getObjectByID(self.id):queueLuaCommand('electrics.horn(true)')
  self.queuedFuncs.horn = {timer = duration or 1, vLua = 'electrics.horn(false)'}
  -- assumes that vehicle has a lightbar...
  getObjectByID(self.id):queueLuaCommand('electrics.set_lightbar_signal(2)')
  local cmd = disableAfterUse and 'electrics.set_lightbar_signal(0)' or 'electrics.set_lightbar_signal(1)'
  local obj = getObjectByID(self.id)
  obj:queueLuaCommand(string.format('ai.setMode("%s")', mode))
  if mode == 'traffic' then
    obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', self.vars.baseAggression))
    obj:queueLuaCommand('ai.setSpeedMode("legal")')
    obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', self.vars.baseAggression))
    obj:queueLuaCommand('ai.setSpeedMode("legal")')
    obj:queueLuaCommand('ai.driveInLane("on")')
    obj:queueLuaCommand('ai.setSpeedMode("legal")')
    obj:queueLuaCommand('ai.driveInLane("on")')
  elseif mode == 'random' or mode == 'flee' or mode == 'chase' then
    if mode == 'flee' or mode == 'chase' then
      obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', max(0.8, self.vars.baseAggression)))
      obj:queueLuaCommand('ai.setAggressionMode("off")')
      obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', max(0.8, self.vars.baseAggression)))
      obj:queueLuaCommand('ai.setAggressionMode("off")')
    else
    else
      obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', self.vars.baseAggression))
    end
    end
    obj:queueLuaCommand('ai.setSpeedMode("off")')
    obj:queueLuaCommand('ai.driveInLane("off")')
    obj:queueLuaCommand('ai.setSpeedMode("off")')
    obj:queueLuaCommand('ai.driveInLane("off")')
  end

  obj:queueLuaCommand('ai.reset()')
end
    local aggression = params.aggression or params.baseAggression
    obj:queueLuaCommand(string.format('ai.setAggression(%.3f)', aggression))
  end
    if params.speedLimit >= 0 then
      obj:queueLuaCommand('ai.setSpeedMode("limit")')
      obj:queueLuaCommand(string.format('ai.setSpeed(%.3f)', params.speedLimit))
      obj:queueLuaCommand('ai.setSpeedMode("limit")')
      obj:queueLuaCommand(string.format('ai.setSpeed(%.3f)', params.speedLimit))
    else -- force legal speed
    else -- force legal speed
      obj:queueLuaCommand('ai.setSpeedMode("legal")')
    end
  if params.aiAware then
    obj:queueLuaCommand(string.format('ai.setAvoidCars("%s")', params.aiAware))
  end

  --obj:queueLuaCommand('ai.reset()') -- this is called to reset the AI plan
end
      table.clear(self.queuedFuncs)
      getObjectByID(self.id):queueLuaCommand('electrics.setLightsState(0)') -- always turn off headlights
      self.headlights = false
  if self.role.flags.freeze then
    getObjectByID(self.id):queueLuaCommand('controller.setFreeze(0)')
    self.role.flags.freeze = false
    if self.vars.aiDebug == 'traffic' then
      obj:queueLuaCommand('ai.setVehicleDebugMode({debugMode = "off"})')
    else
    else
      obj:queueLuaCommand(string.format('ai.setVehicleDebugMode({debugMode = "%s"})', self.vars.aiDebug))
    end
        self.queuedFuncs.headlights = nil
        getObjectByID(self.id):queueLuaCommand('electrics.setLightsState(0)')
        self.headlights = false
          if self.respawnSpeed then
            -- obj:queueLuaCommand('thrusters.applyVelocity(obj:getDirectionVector() * '..(self.respawnSpeed * self.alpha)..')') -- makes vehicle start at speed
            -- NOTE: test this to see if it can be enabled
        else
          getObjectByID(self.id):queueLuaCommand(v.vLua)
        end
@/lua/ge/extensions/core/funstuff.lua
local function breakAllBreakgroups()
  getPlayerVehicle(0):queueLuaCommand("beamstate.breakAllBreakgroups()")
  return {"hide"}
local function breakHinges()
  getPlayerVehicle(0):queueLuaCommand("beamstate.breakHinges()")
  return {"hide"}
local function deflateTires()
  getPlayerVehicle(0):queueLuaCommand("beamstate.deflateTires()")
  return {"hide"}
local function deflateRandomTire()
  getPlayerVehicle(0):queueLuaCommand("beamstate.deflateRandomTire()")
  return {"hide"}
local function igniteVehicle()
  getPlayerVehicle(0):queueLuaCommand("fire.igniteVehicle()")
  return {"hide"}
local function extinguishVehicle()
  getPlayerVehicle(0):queueLuaCommand("fire.extinguishVehicle()")
  return {"hide"}
    if vehicle then
      vehicle:queueLuaCommand("fire.explodeVehicle()")
      vehicle:queueLuaCommand("beamstate.breakAllBreakgroups()")
      vehicle:queueLuaCommand("fire.explodeVehicle()")
      vehicle:queueLuaCommand("beamstate.breakAllBreakgroups()")
    end
@/lua/ge/extensions/flowgraph/nodes/mission/knockAwayCheck.lua
        if not mapData then
          getObjectByID(id):queueLuaCommand('mapmgr.enableTracking()')
        end
@/lua/ge/extensions/core/windowsConsole.lua
    if veh then
      veh:queueLuaCommand(cmd)
    end
@/lua/ge/extensions/core/vehicleBridge.lua
  M.logCommand(veh, cmd)
  veh:queueLuaCommand(cmd)
end
  M.logCommand(veh, cmd)
  veh:queueLuaCommand(cmd)
end
    M.logCommand(veh, cmd)
    veh:queueLuaCommand(cmd)
    M.vehicleData[vehicleId].registeredCallbacks[electricsKey] = nil
  M.logCommand(veh, cmd)
  veh:queueLuaCommand(cmd)
end
@/lua/ge/extensions/util/saveDynamicData.lua

      newVehicle:queueLuaCommand("extensions.load('dynamicVehicleData')")
      be:setPhysicsSpeedFactor(physicsSpeedFactor)
      --log('E', 'XXXXXXXXXXXXXXXXXXXX', "dynamicVehicleData.performTests(" .. serialize(vehName) .. "," .. serialize(config) .. ")")
      newVehicle:queueLuaCommand("dynamicVehicleData.performTests(" .. serialize(vehName) .. "," .. serialize(config) .. ")")
@/lua/ge/extensions/editor/scriptAIManager.lua

  bo:queueLuaCommand('ai.startFollowing(' .. serialize(recordings[vehId]) .. ')')
  vehState[vehId] = 'playing'
local function stopPlaying(bo, vehId)
  bo:queueLuaCommand('ai.stopFollowing()')
  vehState[vehId] = 'idle'
local function startRecording(bo, vehId)
  bo:queueLuaCommand('ai.startRecording()')
  vehState[vehId] = 'recording'
local function stopRecording(bo, vehId)
  bo:queueLuaCommand('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitRecording\\","..tostring(objectId)..","..serialize(ai.stopRecording())..")")')
  vehState[vehId] = 'idle'
        local vehId = bo:getId()
        bo:queueLuaCommand('ai.scriptStop()')
        vehState[vehId] = 'idle'
        if im.MenuItem1('Reset Recording##'..vehId) then
          bo:queueLuaCommand('ai.scriptStop()')
          recordings[vehId] = nil
        if im.MenuItem1('Reset Vehicle##'..vehId) then
          bo:queueLuaCommand('obj:requestReset(RESET_PHYSICS)')
        end
@/lua/ge/extensions/scenario/scenariohelper.lua
--sends the specified command to a vehicle of choice
local function queueLuaCommand(vehicle, command)
  vehicle:queueLuaCommand(command)
local function queueLuaCommand(vehicle, command)
  vehicle:queueLuaCommand(command)
end
  if vehicle then
    queueLuaCommand(vehicle, command)
  else
local function breakBreakGroup(vehicleName, group)
  queueLuaCommand(getVehicleByName(vehicleName), 'beamstate.breakBreakGroup("'..group..'")')
end
local function triggerDeformGroup(vehicleName, group)
  queueLuaCommand(getVehicleByName(vehicleName), 'beamstate.triggerDeformGroup("'..group..'")')
end
@/lua/vehicle/bdebugImpl.lua

  obj:queueGameEngineLua("getObjectByID(" .. obj:getID() .. "):queueLuaCommand('bdebug.recieveViewportSize('.. ui_imgui.GetMainViewport().Size.x .. ',' .. ui_imgui.GetMainViewport().Size.y .. ')' )")
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veCrashTester.lua
    local veh = core_vehicles.spawnNewVehicle(randomVehData.model.key, {pos = spawnPos, rot = startDir})
    veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
    veh:applyClusterVelocityScaleAdd(veh:getRefNodeId(), 1, startVelocity.x, startVelocity.y, startVelocity.z)
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veVehicleSpawner.lua
    local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = startDir})
    veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
        local veh = core_vehicles.spawnNewVehicle(vehData.model.key, {pos = spawnPos, rot = spawnRot})
        veh:queueLuaCommand("input.event('parkingbrake', 0, 1)")
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/veJBeamPicker.lua
  -- Get nodes drawn in Vehicle Lua bdebug.lua
  getPlayerVehicle(0):queueLuaCommand("bdebug.requestDrawnNodesGE('editor_vehicleEditor_liveEditor_veJBeamPicker.requestDrawnNodesCallback')")
  if not nodesAvaliable then return end
  -- Get beams drawn in Vehicle Lua bdebug.lua
  getPlayerVehicle(0):queueLuaCommand("bdebug.requestDrawnBeamsGE('editor_vehicleEditor_liveEditor_veJBeamPicker.requestDrawnBeamsCallback')")
  if not beamsAvaliable then return end
@/lua/ge/extensions/flowgraph/nodes/mission/ARunForLife.lua
  if self.pinIn.cannon.value then
    cannonProp:queueLuaCommand("custom_input.fire(1)")
    self:getPropByName("cannon").decal.draw = false
@/lua/ge/extensions/flowgraph/modules/vehicleModule.lua
    local setup = function()
      veh:queueLuaCommand('mapmgr.enableTracking()')
      veh:queueLuaCommand('mapmgr.requestMap()')
      veh:queueLuaCommand('mapmgr.enableTracking()')
      veh:queueLuaCommand('mapmgr.requestMap()')
    end
    -- instantly get the couple offsets
    --veh:queueLuaCommand('beamstate.getCouplerOffset("core_flowgraphManager.getManagerByID('..self.mgr.id..').modules.vehicle:addCouplerOffset(%s,%s)")')
    for tag, _ in pairs(couplerTags) do
    -- instantly get the damage tracker
    --veh:queueLuaCommand('damageTracker.registerDamageUpdateCallback(function(a,b) obj:queueGameEngineLua("core_flowgraphManager.getManagerByID('..self.mgr.id..'):broadcastCall(\'onVehiclePartDamageTracker\',"..obj:getId()..","..dumps(a)..","..dumps(b)..")") end)')
  end
  if veh then
 --   veh:queueLuaCommand("controller.onGameplayEvent('bus_onTriggerTick',{id = "..id.."})")
  end
  if veh then
    veh:queueLuaCommand("controller.onGameplayEvent('bus_onRouteChange'," .. serialize(data) .. ")")
  end
  if veh then
    veh:queueLuaCommand("controller.onGameplayEvent('bus_onSetStopRequest'," .. serialize(data) .. ")")
  end
@/lua/ge/extensions/core/vehicleTriggers.lua
  if vehObj then
    vehObj:queueLuaCommand(cmd)
    if debugUIEnabled then
@/lua/ge/extensions/core/vehicles.lua
  veh2:setTransform(mat)
  --veh2:queueLuaCommand('obj:requestReset(RESET_PHYSICS)')
  veh2:resetBrokenFlexMesh()
  veh2:setTransform(mat)
  --veh2:queueLuaCommand('obj:requestReset(RESET_PHYSICS)')
  veh2:resetBrokenFlexMesh()
  if M.couplerTagsOptions[vehCouplerTag] == "autoCouple" then
    veh:queueLuaCommand(string.format('beamstate.activateAutoCoupling("%s")', vehCouplerTag))
  end
@/gameplay/missionTypes/aiRace/customNodes/multiVehicleLuaNode.lua
  for _, id in ipairs(vehIds) do
    getObjectByID(id):queueLuaCommand(self.pinIn.func.value or '')
  end
@/lua/ge/extensions/util/calibrateESC.lua
      log("I", logTag, "Loading extension")
      newVehicle:queueLuaCommand("extensions.load('escMeasurement')")
      job.sleep(1)
      --log('E', 'XXXXXXXXXXXXXXXXXXXX', "dynamicVehicleData.performTests(" .. serialize(vehName) .. "," .. serialize(config) .. ")")
      newVehicle:queueLuaCommand("escMeasurement.performTests(" .. serialize(vehName) .. "," .. serialize(config) .. ")")
@/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")')
        getObjectByID(self.veh.id):queueLuaCommand('controller.setFreeze(0)')
        getObjectByID(self.veh.id):queueLuaCommand('ai.setAggressionMode("off")')
        getObjectByID(self.veh.id):queueLuaCommand('ai.driveInLane("off")')
        getObjectByID(self.veh.id):queueLuaCommand('ai.setAggressionMode("off")')
        getObjectByID(self.veh.id):queueLuaCommand('ai.driveInLane("off")')
        getObjectByID(self.veh.id):queueLuaCommand('ai.setSpeedMode("off")')
        getObjectByID(self.veh.id):queueLuaCommand('ai.driveInLane("off")')
        getObjectByID(self.veh.id):queueLuaCommand('ai.setSpeedMode("off")')
        self:setAggression(0.8)
    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/ge/extensions/gameplay/police.lua
    if reset then
      getObjectByID(v):queueLuaCommand("recovery.loadHome()")
    end
  if not veh then
    obj:queueLuaCommand('controller.setFreeze(0)')
    return
@/lua/ge/extensions/gameplay/discover/discover_037.lua
        local windVec = vec3(25+random()*10,0,0)
        v:queueLuaCommand('obj:setWind('..string.format('%6f, %6f, %6f', windVec.x, windVec.y, windVec.z)..')')
      end
        local windVec = vec3(25+random()*10,0,0)
        veh:queueLuaCommand('obj:setWind('..string.format('%6f, %6f, %6f', windVec.x, windVec.y, windVec.z)..')')
        balls[i] = veh
              local windVec = vec3(25+random()*10,0,0)
              veh:queueLuaCommand('obj:setWind('..string.format('%6f, %6f, %6f', windVec.x, windVec.y, windVec.z)..')')
            end
              local windVec = vec3(25+random()*10,0,0)
              veh:queueLuaCommand('obj:setWind('..string.format('%6f, %6f, %6f', windVec.x, windVec.y, windVec.z)..')')
            end
        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
            if vehicle then
              vehicle:queueLuaCommand("fire.explodeVehicle()")
              vehicle:queueLuaCommand("beamstate.breakAllBreakgroups()")
              vehicle:queueLuaCommand("fire.explodeVehicle()")
              vehicle:queueLuaCommand("beamstate.breakAllBreakgroups()")
            end
@/lua/ge/extensions/core/cameraModes/unicycle.lua
  -- unicycle guiding
  data.veh:queueLuaCommand("controller.getControllerSafe('playerController').setCameraControlData("..serialize({cameraRotation = rotHorizontal})..")")
  return true
@/lua/ge/extensions/editor/aiTests.lua

          obj:queueLuaCommand("ai.driveUsingPath({wpTargetList = "..serialize(path)..", avoidCars = 'off'})")
          obj:queueLuaCommand("ai.setAggression("..aiParams.aggression..")")
          obj:queueLuaCommand("ai.driveUsingPath({wpTargetList = "..serialize(path)..", avoidCars = 'off'})")
          obj:queueLuaCommand("ai.setAggression("..aiParams.aggression..")")
          obj:queueLuaCommand(string.format("ai.setParameters(%s)", serialize(aiParams)))
          obj:queueLuaCommand("ai.setAggression("..aiParams.aggression..")")
          obj:queueLuaCommand(string.format("ai.setParameters(%s)", serialize(aiParams)))
          if options.aiDebug[0] then
            obj:queueLuaCommand("ai.setVehicleDebugMode({debugMode = 'trajectory'})")
          else
          else
            obj:queueLuaCommand("ai.setVehicleDebugMode({debugMode = 'off'})")
          end
        for k, v in pairs(vehicles) do
          getObjectByID(k):queueLuaCommand("ai.setMode('stop')")
        end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/scriptAI/followPath.lua
  if veh then
    veh:queueLuaCommand('ai:scriptStop('..tostring(self.data.handBrakeWhenFinished)..','..tostring(self.data.straightenWheelsWhenFinished)..')')
  end
  --dumpz(path, 3)
  veh:queueLuaCommand('ai.startFollowing(' .. serialize({path=path}) .. ',nil,'..loopCount..',"'..loopType..'")')
  --dump('ai.startFollowing(' .. serialize(self.path) .. ',)')
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/customVlua.lua
  end
  veh:queueLuaCommand(self.pinIn.func.value)
  self.pinOut.vehId.value  = self.pinIn.vehId.value
@/lua/ge/extensions/flowgraph/nodes/vehicle/special/customVehicleGetter.lua
  if not self.done then
    veh:queueLuaCommand(self:getCmd())
    self.done = true
@/lua/ge/extensions/editor/vehicleEditor/liveEditor/vePowerTrain.lua
  if im.Begin(wndName, windowOpen) and vEditor and vEditor.vehicle then
    vEditor.vehicle:queueLuaCommand([[
      obj:queueGameEngineLua("vEditor.powertrainDevices =" .. powertrain.serializeDevicesInfo())]])
    vEditor.powertrainDevices = nil
    vEditor.vehicle:queueLuaCommand('obj:queueGameEngineLua("vEditor.resetDeviceString = true")')
  end
@/lua/ge/extensions/core/checkpoints.lua
  local callbackCommand = string.format('obj:queueGameEngineLua("if getObjectByID('..vehId..') then getObjectByID('..vehId..'):autoplace(false); core_checkpoints.completeReset(%u,%s) end")', vehId, "'"..vehicleName.."'")
  vehicle:queueLuaCommand(callbackCommand)
  local command = string.format("recovery.clear()")
  local command = string.format("recovery.clear()")
  vehicle:queueLuaCommand(command)
end
@/gameplay/missionTypes/evade/customNodes/autoStartPositionsNode.lua
        sp:moveResetVehicleTo(vehId, false, true)
        getObjectByID(vehId):queueLuaCommand("recovery.saveHome()")
        break
@/lua/common/jbeam/loader.lua
    if vehicleBundle.vdata.animation then
      vehicleObj:queueLuaCommand('extensions.load("test_animationViz")')
    end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/disable.lua
  if self.data.useScriptStop then
    veh:queueLuaCommand('ai:scriptStop('..tostring(self.data.handBrakeWhenFinished)..','..tostring(self.data.straightenWheelsWhenFinished)..')')
  else
  else
    veh:queueLuaCommand('ai.setState({mode = "disabled"})')
  end
@/lua/ge/extensions/editor/trafficManager.lua
  if sessionData.aiType == "basic" then
    veh:queueLuaCommand('ai.setMode("'..sessionData.aiMode..'")')
  elseif sessionData.aiType == "target" then
  elseif sessionData.aiType == "target" then
    veh:queueLuaCommand('ai.setMode("manual")')
  elseif sessionData.aiType == "script" then
      script = script.recording or script
      veh:queueLuaCommand('ai.startFollowing('..serialize(script)..')')
    end
    if targetVeh then
      veh:queueLuaCommand('ai.setTargetObjectID('..targetVeh:getID()..')')
    end
      end
      veh:queueLuaCommand('ai.setTarget("'..n1..'")')
    end
  if aiData.aggression ~= nil then
    veh:queueLuaCommand('ai.setAggression('..aiData.aggression..')')
  end
  if aiData.driveInLane ~= nil then
    veh:queueLuaCommand('ai.driveInLane("'..(aiData.driveInLane and 'on' or 'off')..'")')
  end
  if aiData.speed ~= nil then
    veh:queueLuaCommand('ai.setSpeed('..aiData.speed..')')
  end
  if aiData.useSpeedLimit ~= nil then
    veh:queueLuaCommand('ai.setSpeedMode("'..(aiData.useSpeedLimit and 'legal' or 'limit')..'")')
  end
  if aiData.avoidCars ~= nil then
    veh:queueLuaCommand('ai.setAvoidCars("'..(aiData.avoidCars and 'on' or 'off')..'")')
  end

  veh:queueLuaCommand('ai.setMode("stop")')
  gameplay_traffic.removeTraffic(sessionData.id)

  veh:queueLuaCommand("mapmgr.enableTracking()") -- always enable tracking for vehicles in the traffic manager
        spawn.safeTeleport(currVeh, sessionData.home.pos, sessionData.home.rot, nil, nil, false, true)
        currVeh:queueLuaCommand('recovery.saveHome()')
        sessionData._loaded = nil
      else
        currVeh:queueLuaCommand('recovery.loadHome()')
      end
    if editor.uiIconImageButton(editor.icons.home, imSizes.medium) then
      currVeh:queueLuaCommand('recovery.saveHome()')
      sessionData.home = {pos = currVeh:getPosition(), rot = quatFromDir(currVeh:getDirectionVector(), currVeh:getDirectionVectorUp())}
      if scenetree.objectExists(id) and not data.locked then
        getObjectByID(data.id):queueLuaCommand('recovery.loadHome()')
        createVehicleData(data.id)
@/lua/ge/extensions/ui/console.lua
              log("I", "exec", "GELua(Queue) < "..dumps(cmd))
              Lua:queueLuaCommand(cmd)
            end
            log("I", "exec", "veh "..tostring(vid).." < "..dumps(cmd))
            v:queueLuaCommand(cmd)
          end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/chase.lua
  local targetId = self.pinIn.targetId.value or be:getPlayerVehicleID(0)
  veh:queueLuaCommand('ai.setMode("chase")')
  veh:queueLuaCommand('ai.setTargetObjectID('..targetId..')')
  veh:queueLuaCommand('ai.setMode("chase")')
  veh:queueLuaCommand('ai.setTargetObjectID('..targetId..')')
end
@/lua/ge/spawn.lua
  veh2:setTransform(mat)
  veh2:queueLuaCommand('obj:requestReset(RESET_PHYSICS)')
  veh2:resetBrokenFlexMesh()
  if core_vehicles.couplerTagsOptions[couplerTag] == "autoCouple" then
    veh:queueLuaCommand(string.format('beamstate.activateAutoCoupling("%s")', couplerTag))
  end
@/lua/ge/extensions/flowgraph/nodes/environment/simplePlanet.lua
  if self.vehicle then
    self.vehicle:queueLuaCommand("obj:setPlanets({})")
    self.vehicle = nil
  command = command .. (mass)..'})'
  self.vehicle:queueLuaCommand(command)
end
@/lua/ge/extensions/gameplay/garageMode.lua
  core_vehicleBridge.executeAction(playerVeh, 'setFreeze', false)
  playerVeh:queueLuaCommand('ai.driveUsingPath({wpTargetList = {"garageExit"}})')
  job.sleep(2)
@/lua/ge/extensions/tech/pythonExport.lua
  ]]
  vehicle:queueLuaCommand(cmd)
end
@/lua/ge/extensions/flowgraph/modules/aiRecordingModule.lua
      -- schedule the recording to be stopped and be sent from the vehicle to this module
      veh:queueLuaCommand('obj:queueGameEngineLua("extensions.hook(\\"onVehicleSubmitRecordingForMission\\","..tostring(objectId)..","..serialize(ai.stopRecording())..")")')
    end
      print("stopping the ai replay")
      veh:queueLuaCommand('ai:scriptStop(false, false)')
    end
    vehicleStates[veh:getId()] = 'recording'
    veh:queueLuaCommand('ai.startRecording()')
  end
      vehicleStates[veh:getId()] = 'recording'
      veh:queueLuaCommand('ai.startFollowing('..serialize(self.mgr.activity.startingOptions.aiPath)..', nil, nil, "noReset", true)')
    end
@/lua/ge/extensions/flowgraph/nodes/vehicle/ai/goToEndLine.lua
        if self.data.autoDisableOnArrive then
          veh:queueLuaCommand('ai.setState({mode = "disabled"})')
        end
      if not self.sentCommand then
        veh:queueLuaCommand('ai.setState({mode = "manual"})')
        self.sentCommand = true