applyVelocity
Definition
-- @/lua/vehicle/thrusters.lua:137
local function applyVelocity(velocity, dt, nodeId)
dt = dt or lastDt
if dt == 0 then return end
nodeId = nodeId or (v.data.refNodes and v.data.refNodes[0].cid) or 0
applyAccel((velocity - obj:getClusterVelocityWithoutWheels(nodeId)) / dt, dt, nodeId)
end
Callers
@/lua/vehicle/controller/tech/tyreBarrier.lua
if isPreamble then
thrusters.applyVelocity(obj:getDirectionVector():normalized() * (initialVel + initalVelOffset) / 3.6, 0.5)
local pos, vel = obj:getPosition(), obj:getVelocity()
@/lua/ge/extensions/flowgraph/nodes/vehicle/applyVelocity.lua
dirVec:setScaled(self.pinIn.coefficient.value or 1)
veh:queueLuaCommand("thrusters.applyVelocity("..serialize(dirVec)..")")
end
@/lua/vehicle/extensions/tech/techCore.lua
M.handleSetVelocity = function(request)
thrusters.applyVelocity(obj:getDirectionVector() * request['velocity'], request['dt'])
request:sendACK('VelocitySet')
@/lua/ge/extensions/gameplay/traffic/vehicle.lua
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
@/lua/vehicle/scriptai.lua
forceSpeedVec:setScaled(s1.forceSpeed / (forceSpeedVec:length() + 1e-30))
thrusters.applyVelocity(forceSpeedVec, dt)
s1.forceSpeed = nil