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requestReset

Definition


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

Callers

@/lua/ge/extensions/flowgraph/modules/prefabModule.lua
        vehicleSetPositionRotation(vid, val.pos.x, val.pos.y, val.pos.z,  val.rot.x, val.rot.y, val.rot.z, val.rot.w)
        veh:requestReset(RESET_PHYSICS)
        veh:resetBrokenFlexMesh()
@/lua/ge/extensions/flowgraph/nodes/vehicle/beamstate/reset.lua
  end
  veh:requestReset(RESET_PHYSICS)
  veh:resetBrokenFlexMesh()
@/lua/ge/extensions/flowgraph/nodes/vehicle/alignForCoupling.lua
        v2:setTransform(res)
        v2:queueLuaCommand('obj:requestReset(RESET_PHYSICS)')
        v2:resetBrokenFlexMesh()
@/lua/vehicle/jbeam/stage2.lua
  --log('D', "jbeam.pushToPhysics"," ** pushing vehicle to physics")
  obj:requestReset(RESET_PHYSICS)
  processNodes(vehicle)
@/lua/ge/extensions/gameplay/drift/stuntZones/nearPole.lua
    veh = self.activeData.veh
    self.activeData.veh:requestReset(RESET_PHYSICS)
    self.activeData.veh:resetBrokenFlexMesh()
@/lua/ge/extensions/editor/scriptAIManager.lua
        if im.MenuItem1('Reset Vehicle##'..vehId) then
          bo:queueLuaCommand('obj:requestReset(RESET_PHYSICS)')
        end
@/lua/vehicle/scriptai.lua
    if loopType == "alwaysReset" or (loopType == "startReset" and loopCounter == totalLoopCount) then
      obj:requestReset(RESET_PHYSICS)
      obj:queueGameEngineLua("getObjectByID(" .. tostring(obj:getId()) .. "):resetBrokenFlexMesh()")
@/lua/ge/spawn.lua
  veh2:setTransform(mat)
  veh2:queueLuaCommand('obj:requestReset(RESET_PHYSICS)')
  veh2:resetBrokenFlexMesh()
@/lua/vehicle/recovery.lua
  if M.homePoint == nil then return end
  obj:requestReset(RESET_PHYSICS)     -- fix vehicle + reset velocity
  obj:queueGameEngineLua('getObjectByID('..tostring(obj:getId())..'):resetBrokenFlexMesh()')
@/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 veh then
--         veh:requestReset()
--         veh:resetBrokenFlexMesh()
--     if mainVeh then
--       mainVeh:requestReset()
--       mainVeh:resetBrokenFlexMesh()
      -- if mainVeh then
      --   mainVeh:requestReset(RESET_PHYSICS)
      --   mainVeh:resetBrokenFlexMesh()
@/lua/ge/extensions/gameplay/drift/stuntZones/hitPole.lua
    veh = self.activeData.veh
    self.activeData.veh:requestReset(RESET_PHYSICS)
    self.activeData.veh:resetBrokenFlexMesh()