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Modding since 2024

API ReferenceGE Extensionsflowgraphnodesui

Vehicle Selector (Flowgraph Node)

- **Node Name:** `Vehicle Selector`

Overview

  • Node Name: Vehicle Selector
  • Category: singleActive
  • File: extensions/flowgraph/nodes/ui/vehicleSelector.lua

Lets the player select from every vehicle in the game via the scenario-start UI. Outputs model, config, color, and dial time for the selected vehicle.

Note: Showing two of these at the same time will break everything.

Pin Schema

Input Pins

PinTypeDescription
flowflowInflow
resetflowResets the node
clearVehflowClears the selected vehicle data
titlestringTitle text
textstring/tableSubtext/description
startstringStart button text (hidden)
exitstringExit button text; hidden if empty (hidden)
selectionTextstringSelection button text (hidden)

Output Pins

PinTypeDescription
flowflowFires when player presses start
exitflowFires when player presses exit
readyflowFires immediately after a vehicle is selected
selectedflow (impulse, hidden)Pulse after vehicle selection
modelstringSelected vehicle model name
configstringSelected vehicle config path
colorcolor/stringSelected vehicle color
dialnumberDrag dial time from config (default 12)

Internals

Key Methods

MethodDescription
openDialogue()Builds data and triggers ChangeState('scenario-start')
closeDialogue()Hides menu and returns to play state
onVehicleSelected(vehData, fullData)Called when player picks a vehicle
onVehicleSelectedInitially(vehData, fullData)Called on initial/default selection
started()Player pressed the start button
exited()Player pressed the exit button
onScenarioUIReady(state)Re-triggers scenario data when UI is ready
work()Manages state, outputs vehicle data, handles reset/clear

How It Works

  1. When flow is active and dialogue isn't open, openDialogue() builds a data table with intro type 'selectableVehicle', title, description, and callback hooks.
  2. Triggers guihooks.trigger('ChangeState', {state = 'scenario-start', params = {data = data}}).
  3. The UI calls back via onVehicleSelected() when the player picks a vehicle, and started()/exited() for button actions.
  4. While open, outputs model, config, color (parsed from space-separated string), and dial (from config's "Drag Times" data).
  5. clearVeh resets the stored vehicle data; reset fully resets the node.

Usage Example

-- Flowgraph:
-- [Vehicle Selector] → (flow)  → [Spawn Vehicle with model/config]
--                    → (exit)  → [Return to menu]
--                    → (ready) → [Preview vehicle]

-- The dialogue data sent to UI:
{
  introType = 'selectableVehicle',
  name = "Choose Your Car",
  description = "Pick a vehicle for the race",
  selectionText = "ui.quickrace.selectVehicle",
  callObj = "core_flowgraphManager.getManagerGraphNode(...)",
  vehicle = { model = "etk800", config = "default" },
}

Key Dependencies

  • guihooks.trigger('ChangeState', {state = 'scenario-start', ...}) - opens vehicle selector UI
  • core_flowgraphManager.getManagerGraphNode() - UI-to-node callbacks
  • core_input_bindings - listed dependency

Previously Undocumented (Added by Audit)

  • C:buttonPushed(action) - Function handling buttonPushed logic
  • C:getCmd(action) - Function handling getCmd logic
  • C:attemptFillFullData() - Function handling attemptFillFullData logic
  • C:onFilteredInputChanged(devName, action, value) - Function handling onFilteredInputChanged logic
  • Input Pin: portraitImg (any)

See Also

  • Medal / Auto Medal (Flowgraph Node) - Related reference
  • Clear Messages (Flowgraph Node) - Related reference
  • Context Translation (Flowgraph Node) - Related reference
  • FlowGraph Guide - Guide

Three Element Select (Flowgraph Node)

- **Node Name:** `Three Element Select`

Create Button (Flowgraph Node)

- **Node Name:** `Create Button`

On this page

OverviewPin SchemaInput PinsOutput PinsInternalsKey MethodsHow It WorksUsage ExampleKey DependenciesPreviously Undocumented (Added by Audit)See Also