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Modding since 2024

API ReferenceGE Extensionsflowgraphnodesdebug

AI Debug Display

- **Name:** `AI Debug Display`

Overview

  • Name: AI Debug Display
  • Category: dynamic_p_duration
  • File: lua/ge/extensions/flowgraph/nodes/debug/aiDebug.lua
  • Pattern: Class-based (C = {}, returns _flowgraph_createNode(C))

Description

Shows or hides various debug visualizations for AI vehicles. Supports modes: off, target, trajectory, speeds, and route.

Pin Schema

Input Pins

PinTypeDefaultDescription
vehIdnumber0AI vehicle ID (0 or nil uses player vehicle)
modestring"off" (hardcoded)Debug mode: off, target, trajectory, speeds, route

Behavior

  • postInit() builds hardcoded template options for the mode pin from the modes list.
  • workOnce() calls SetAIDebugMode() once on first trigger.
  • work() repeats the call if dynamicMode == 'repeat'.
  • SetAIDebugMode() resolves the vehicle (by ID or player vehicle) and queues a Lua command on it: ai.setVehicleDebugMode({debugMode = "..."}).

Key APIs Used

  • scenetree.findObjectById()
  • getPlayerVehicle(0)
  • veh:queueLuaCommand()

Tags

#flowgraph #node #ge #debug #ai


Additional Exports

  • name - string - (see source)

  • color - any - (see source)

  • icon - any - (see source)

  • description - string - (see source)

  • category - string - (see source)

  • pinSchema - table - (see source)

  • tags - table - (see source)


See Also

  • Camera Mouse Raycast - Related reference
  • Comment - Related reference
  • Debug Cylinder - Related reference
  • FlowGraph Guide - Guide

Vehicle Group by Performance Class

- **Name:** `Vehicle Group by Performance Class`

Camera Mouse Raycast

- **Name:** `Camera Mouse Raycast`

On this page

OverviewDescriptionPin SchemaInput PinsBehaviorKey APIs UsedTagsAdditional ExportsSee Also