Author Topic: Chrisbot6's Support_Trains (BETA!)  (Read 16207 times)


A few suggestions:

Reduce the volume of the train idle sound on the box train, its sound is loud and obnoxious, and other sounds, like the bell, cannot be heard easily.

make all guide bricks have no collision by default.

I assume you can do this, though I have my doubts, but for the box train, set the level of the floor of the box train on grid with bricks, so it is an equal transition.  Also, though this is probably an issue with the train itself, reduce the collision box size to just the floor of the train and below, so you don't have to jump into the train to enter it.

[edit]

Also, some event suggestions: Because you said these don't respond well to bot events, why not make an ontraindetected input for use on a guide brick, and some TrainForward, TrainReverse, TrainNeutral, TrainBrake, and TrainHorn output events, triggerable only with ontraindetected.  For another event, why not allow the eventer to enable/disable train functions, such as accelerating and braking, so automated trains without manual interference can be made.
« Last Edit: July 15, 2013, 07:11:18 PM by Gen. Hothauser »

A few suggestions:

Reduce the volume of the train idle sound on the box train, its sound is loud and obnoxious, and other sounds, like the bell, cannot be heard easily. The original box train's idle sound was exactly the same and nobody complained about it.

make all guide bricks have no collision by default. will do

I assume you can do this, though I have my doubts, but for the box train, set the level of the floor of the box train on grid with bricks, so it is an equal transition. Impossible.  Also, though this is probably an issue with the train itself, reduce the collision box size to just the floor of the train and below, so you don't have to jump into the train to enter it. Okay.

[edit]

Also, some event suggestions: Because you said these don't respond well to bot events, why not make an ontraindetected input for use on a guide brick genius, and some TrainForward, TrainReverse, TrainNeutral, TrainBrake, and TrainHorn output events, triggerable only with ontraindetected.  For another event, why not allow the eventer to enable/disable train functions, such as accelerating and braking, so automated trains without manual interference can be made. This is coming in alpha 4 already



1) I know its the same volume, I always hated its volume.

2) Yay

3) damn, k

4) Cool

5) hehe

6) yes!

Couldn't change the collsion box size because a wierd bug happened, but i've done everything else.

Couldn't change the collsion box size because a wierd bug happened, but i've done everything else.

Ok, cool.

Updated to alpha 4.
Code: [Select]
- Added events (Input: onTrainDetected Outputs: setTrainLocked, TrainMode
- Added ability to "lock" trains
- Moved bricks to their own category
- Added a "Train Sound" pref (engine sounds only)
- Fixed some stuff
- Changed the turntable delay
- Train guide collision now turns off automatically
« Last Edit: July 17, 2013, 11:09:28 AM by chrisbot6 »

on a scale of scale to no scale this is awesome

Updated to alpha 4.
Code: [Select]
- Added events (Input: onTrainDetected Outputs: setTrainLocked, TrainMode
- Added ability to "lock" trains
- Moved bricks to their own category
- Added a "Train Sound" pref (engine sounds only)
- Fixed some stuff
- Changed the turntable delay
- Train guide collision now turns off automatically

yay

[edit]

Tried the events, worked beautifully.  Entering the box train is very fluid now.

I'll keep trying extremely stupid things with the trains to see if any glitches happen, but I think if we can get some good models, then this mod will be done.
« Last Edit: July 17, 2013, 08:33:38 PM by Gen. Hothauser »

I'm gunna make this post my glitch reporting post.

1) disables Onactivate
2) settrainlocked doesn't lock the box train horn from people
3) either decrease tick rate for ontraindetected, or make it fire once, because the current rate, along with how slow the trains go, makes the ontraindetected event fire several times while it is detecting the train.

This is another suggestion, can you change the dismount location for the box train to be either the left or right sides, instead of the front?
« Last Edit: July 17, 2013, 09:20:53 PM by Gen. Hothauser »

I'm gunna make this post my glitch reporting post.

1) disables Onactivate Looking for a fix for this - can you be sure it is THIS mod?
2) settrainlocked doesn't lock the box train horn from people Intentional.
3) either decrease tick rate for ontraindetected, or make it fire once, because the current rate, along with how slow the trains go, makes the ontraindetected event fire several times while it is detecting the train. Intentional. onPlayerTouch also does this.

This is another suggestion, can you change the dismount location for the box train to be either the left or right sides, instead of the front? No.

Make a tutorial, at first its hard to figure out the mechanics of the rails.
A noob would probably never figure it out.

Make a tutorial, at first its hard to figure out the mechanics of the rails.
A noob would probably never figure it out.
Well, you obviously read the loving OP didn't you



Alright, well, for onplayertouch, the typical usage would be for quick, immediate eventing systems, but the train is too slow for these kind of things.  Ontraindetected fires three times while the train is on it, which would mess up a lot of future events that require a single output, and would be especially annoying for anyone who doesn't know how to limit the output tick with VCE.

Sortofabump,moreofanensureyougetthismessage

I have confirmed it is the trains mod disabling Onactivate.

[edit]

And it disabled Onactivate when you updated the file.
« Last Edit: July 19, 2013, 05:35:55 PM by Gen. Hothauser »