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FB2TrafficSystem

Overview

  • Traffic system.

Metadata

FieldValue
Kindsystem
EnvironmentB2 - Simulation
Categorysystems
ExtendsFB2Subsystem
Requirerequire('Systems.FB2TrafficSystem')

Properties (12)

NameTypeDescription
CachedSimulationDriverDatatable<string, FB1SimulationDriverData>
CachedVehicleBoundstable<string, FVector>
CityGraphTrafficLanesFB2CityGraphTrafficLane[]
CityGraphTrafficVehicleLanesFB2CityGraphTrafficLane[]
CityTrafficControlDataAssetany
CityTrafficPolicyFB1CityTrafficPolicy
DrivenVehiclesFB1EntityId[]
OwnedVehiclesFB1EntityId[]
SpawnRationumber
SpawnableVehicleDtIdListstring[]
VehicleDensityModifiernumberVehicleDensity option modifier value (0.0-1.0).
VehicleStashFB2TrafficVehicleStash

Functions (26)

FunctionParametersReturnsDescription
DestroyVehicleInVehicle: FB2Vehicle, InReason: EB2EntityDestroyReason-
DestroyVehicles--
DestroyVehiclesOnLaneInLaneIndex: integer-
GenerateVehicle-booleanGenerates Vehicle.
GetCityGraphTrafficLaneInLaneIndex: integerFB2CityGraphTrafficLaneReturns City Graph Traffic Lane.
GetCityTrafficPolicy-FB1CityTrafficPolicyReturns City Traffic Policy.
GetLocalVehicleCapacity-integerReturns Local Vehicle Capacity.
GetLocalVehicleCountbSimulated: booleanintegerReturns Local Vehicle Count.
GetRandomSimulationMeshIdInMeshSetId: stringstringReturns Random Simulation Mesh Id.
GetVehicleCapacity-integerReturns Vehicle Capacity.
GetVehicleCapacityByTimeCurrentTime: FDateTimeintegerReturns Vehicle Capacity By Time.
GetVehicleCountbSimulated: booleanintegerReturns Vehicle Count.
GetVehicleDensityModifier-numberReturns Vehicle Density Modifier.
GetVehicleIdsInCurrentCity-string[]Returns Vehicle Ids In Current City.
GetVehicleSpawnRatioCurrentTime: FDateTimenumberReturns Vehicle Spawn Ratio.
IsOccupyingTrafficLaneInLaneIndex: integer, InVehicle: FB2VehiclebooleanReturns whether Occupying Traffic Lane.
OccupyTrafficLaneInLaneIndex: integer, InVehicle: FB2Vehicleboolean
OnChangedGameConfigModifierValueInModifierKey: string, InModifierValue: number-Callback invoked on Changed Game Config Modifier Value.
QueryAvailableLanePointInLaneIndex: integer, InLength: number, InCategory: EB1CityGraphCategory, OutPoint: FB1CityGraphDetailPoint, InOffset: numberboolean
RegisterDrivenVehicleInEntityId: FB1EntityId-Registers Driven Vehicle.
RegisterOwnedVehicleInEntityId: FB1EntityId-Registers Owned Vehicle.
ReleaseTrafficLaneInLaneIndex: integer, InVehicle: FB2Vehicle-
ReplaceValidSimulationMeshIdInMeshSetId: string, InOutMeshId: stringboolean
TickDeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number-
UnregisterDrivenVehicleInEntityId: FB1EntityId-Unregisters Driven Vehicle.
UnregisterOwnedVehicleInEntityId: FB1EntityId-Unregisters Owned Vehicle.

Override points (14)

Implement these in Lua as FB2TrafficSystem.Override_Name = function(...) end.

FunctionParametersReturnsDescription
Override_DestroyVehicleInVehicle: FB2Vehicle, InReason: EB2EntityDestroyReason-
Override_DestroyVehicles--
Override_DestroyVehiclesOnLaneInLaneIndex: integer-
Override_GenerateVehicle-booleanGenerates Vehicle.
Override_OccupyTrafficLaneInLaneIndex: integer, InVehicle: FB2Vehicleboolean
Override_OnChangedGameConfigModifierValueInModifierKey: string, InModifierValue: number-Callback invoked on Changed Game Config Modifier Value.
Override_QueryAvailableLanePointInLaneIndex: integer, InLength: number, InCategory: EB1CityGraphCategory, OutPoint: FB1CityGraphDetailPoint, InOffset: numberboolean
Override_RegisterDrivenVehicleInEntityId: FB1EntityId-Registers Driven Vehicle.
Override_RegisterOwnedVehicleInEntityId: FB1EntityId-Registers Owned Vehicle.
Override_ReleaseTrafficLaneInLaneIndex: integer, InVehicle: FB2Vehicle-
Override_ReplaceValidSimulationMeshIdInMeshSetId: string, InOutMeshId: stringboolean
Override_TickDeltaTime: number, CurrentTime: FDateTime, GameDeltaMinutes: number-
Override_UnregisterDrivenVehicleInEntityId: FB1EntityId-Unregisters Driven Vehicle.
Override_UnregisterOwnedVehicleInEntityId: FB1EntityId-Unregisters Owned Vehicle.