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setWind

Definition


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

Callers

@/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
@/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/ge/extensions/editor/vehicleEditor/liveEditor/veAeroDebug.lua
      --if im.SliderFloat("wind", wind, -100, 100) then
      --  vEditor.vehicle:queueLuaCommand('obj:setWind("' .. wind .. '", "' .. wind.y .. '", "' .. wind.z .. '" )')
      --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/vehicle/extensions/scenario/shiftBooster.lua
  print("applyBoost > " .. tostring(forceVec))
  obj:setWind(forceVec.x, forceVec.y, forceVec.z)
end
    -- reset the wind
    obj:setWind(0, 0, 0)
  end
@/ui/modules/apps/Winds/app.js
      $scope.$watch('wind', function (newVal, oldVal) {
        bngApi.queueAllObjectLua('obj:setWind(' + newVal.xCoeff *  newVal.mag + ',' + newVal.yCoeff * newVal.mag + ',0)')
      }, true)
@/lua/ge/extensions/gameplay/missions/missionManager.lua
    for _, veh in ipairs(getAllVehicles()) do
      veh:queueLuaCommand("obj:setWind(0, 0, 0)")
    end
@/lua/vehicle/extensions/aeroDebug.lua
  end
  --obj:setWind(0,55.55,0)
  --obj:setWind(0,0,55.55)
  --obj:setWind(0,55.55,0)
  --obj:setWind(0,0,55.55)
  M.directionVector = -obj:getDirectionVector()