API ReferenceGE Extensionseditor
Traffic Signals Editor
Editor tool for creating, editing, and simulating traffic signal systems (instances, controllers, sequences) within the world editor.
Editor tool for creating, editing, and simulating traffic signal systems (instances, controllers, sequences) within the world editor.
Module: M (extensions.editor.trafficSignalsEditor)
| Function | Description |
|---|---|
M.getCurrentElements() | Returns the element lookup table (instances + controllers + sequences by id) |
M.getCurrentSignals() | Returns {instances, controllers, sequences} tables from the editor |
M.setCurrentSignals(data) | Overwrites editor signals data; defaults to core_trafficSignals.getData() |
M.loadFile(fileName) | Loads signals JSON (default: editor.levelPath.."signals.json") |
M.saveFile(fileName) | Saves serialised signals JSON to disk |
M.onEditorInitialized() | Registers the editor window and edit mode |
M.onWindowMenuItem() | Opens the Traffic Signals Editor window |
M.onEditorGui(dt) | Main per-frame draw; tabs for Signals, Controllers, Sequences, Simulation |
M.onClientEndMission() | Resets initialisation flag on mission end |
M.onSerialize() | Serialises editor options + signals data |
M.onDeserialized(data) | Restores serialised state |
Key Internal Functions
| Function | Description |
|---|---|
resetSignals() | Clears all instances, controllers, sequences, and selection state |
simulate(val) | Starts (true) or stops (false) the traffic signal simulation |
checkSignalErrors() | Validates all signal instances and elements; populates simLogs |
processGroups() | Groups signal instances into intersections by proximity and direction |
smartSelectObjects(radius) | Selects similar TSStatic objects within radius with matching rotation |
renameSignal(instance, newName) | Renames a signal and updates linked scene objects |
autoNameSignal(instance) | Generates a smart name based on the assigned controller |
Usage Example
-- Load and inspect traffic signals in the editor
local editor = extensions.editor_trafficSignalsEditor
-- Load signal data from a custom file
editor.loadFile("/levels/myLevel/signals.json")
-- Get all current signal elements
local elements = editor.getCurrentElements()
for id, elem in pairs(elements) do
log("I", "", "Element: " .. tostring(elem.name) .. " [" .. id .. "]")
end
-- Get structured signals data
local signals = editor.getCurrentSignals()
log("I", "", "Instances: " .. #signals.instances)
log("I", "", "Controllers: " .. #signals.controllers)
log("I", "", "Sequences: " .. #signals.sequences)
-- Set custom signals data
editor.setCurrentSignals({
instances = {},
controllers = {},
sequences = {}
})
-- Save signals to disk
editor.saveFile()
-- The editor UI provides:
-- * Signals tab: create/select/position signal instances, assign controllers
-- * Controllers tab: define signal types and state durations
-- * Sequences tab: create phased sequences with multiple controllers
-- * Simulation tab: play/pause/stop traffic light simulation
-- * Shift+Click in viewport to place new signal instances
-- * Gizmo-based transform of signal positions and rotations
-- * Smart object selection for linking TSStatic traffic lights
-- * Undo/redo support for all create/delete/transform operations
-- Signal instance lifecycle:
-- 1. Create instance (position in world)
-- 2. Assign a controller (defines signal type: lights, etc.)
-- 3. Assign a sequence (phases that coordinate multiple controllers)
-- 4. Link scene objects (TSStatic traffic light meshes)
-- 5. Simulate to test timing
-- Controller definitions can be customised per-level
-- via signalControllerDefinitions.jsonSee Also
- Editor AI Tests - Related reference
- Editor AI Visualization - Related reference
- Editor – Assembly Spline Tool - Related reference
- World Editor Guide - Guide
Traffic Manager
Editor tool for managing traffic vehicle configurations - create/edit traffic vehicle definitions, configure roles and behaviors, run traffic simulations, and save/load traffic sessions.
Undo History Viewer
Editor window that displays and interacts with the undo/redo stacks for the world editor.