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()