Author Topic: Chrisbot6's Support_Trains (BETA!)  (Read 16155 times)

Having ontraindetected fire multiple times per detect like onplayertouch is terrible for simple things like trainturn and making doors open, please make it fire once like onactivate.

Having ontraindetected fire multiple times per detect like onplayertouch is terrible for simple things like trainturn and making doors open, please make it fire once like onactivate.
Can't you use setEventEnabled? It's what I always do.

Can't you use setEventEnabled? It's what I always do.

Ya, but for the simple, tedious bricks, it's annoying.



Someone needs to get modeling.  Some suggestions for trains would be a monorail and a bus.

-snippy- (bad image quality)
« Last Edit: July 23, 2013, 01:23:27 AM by Gen. Hothauser »

these things are amazing

we need passenger vehicles now, and a way to link them.

also, a check on direction would be nice. like onTrainDectected>train>ifTrainMode or something

these things are amazing

we need passenger vehicles now, and a way to link them.

also, a check on direction would be nice. like onTrainDectected>train>ifTrainMode or something

or VCE variable replacers: <var:tr:mode>, <var:tr:turn>.



And I think the train's offset at spawn is interfering with the turn guides' consistency.  The turns would work sometimes, and other times they won't.

or VCE variable replacers: <var:tr:mode>, <var:tr:turn>.



And I think the train's offset at spawn is interfering with the turn guides' consistency.  The turns would work sometimes, and other times they won't.
I'll do this. Also, i'm looking into the corner issue.

Alpha 6 is out.
Code: [Select]
- Fixed some bugs with the corner system
- Added new input: onTrainFirstDetected
- Attempted to add VCE Replacers. Failed.

- Decreased train tick time and redid trainloop function, increasing reliability: It is now extremely difficult to derail your trains.

Alpha 6 is out.

Ok, sweet.

When you say difficult to derail, what happens if a train runs straight off the rails? :D


Ok, sweet.

When you say difficult to derail, what happens if a train runs straight off the rails? :D


It derails.

I was talking about unintentional derails on corners.

It derails.

I was talking about unintentional derails on corners.

yaaa, about that.



This is the monorail I've been making.  I made a test track from all the pieces I've made so far, and ran a few tests of the trains.  There are three stations, two face East/West, and the third faces North/South.  The North/South facing station has an issue.  For that separator track before the station, the trains cannot make the final turn before entering/exiting, as you can see in the picture.  This was not because another train was already in the station, I repeated the runs 9 times, and it came to the same result every time.  It's only that one separator track piece though, and it is only the farthest turn brick on the right track line, and closest turn brick on the left track line.  The two white trains flew off the rails in the direction they were going, though they should have hit those turn bricks.  I have duplicated my track piece many times over, and this problem isn't fixed, so it's some special instance where the coding is wonky

[edit]

I started my server up after work, and now it is completely fine.  The hell?

[edit]



Here's another suggestion for you to think about:

Adding degrees of effect to the train modes.  Let's take braking for example - every time you press the keybind, the train's stopping distance decreases, and when you press the forward keybind, it increases the stopping distance until the number of braking keybinds pressed equals the number of forward keybinds pressed, then the train has the neutral train mode.  And in the events, there would be a field after Trainmode where the degree could be entered (1-5).  Would this be plausible to add?
« Last Edit: July 26, 2013, 07:04:33 PM by Gen. Hothauser »

Adding degrees of effect to the train modes.  Let's take braking for example - every time you press the keybind, the train's stopping distance decreases, and when you press the forward keybind, it increases the stopping distance until the number of braking keybinds pressed equals the number of forward keybinds pressed, then the train has the neutral train mode.  And in the events, there would be a field after Trainmode where the degree could be entered (1-5).  Would this be plausible to add?
Not really.

The trains have two stopping modes: Neutral and Braking. If you're proposing that the trains are controlled by only two buttons that change between a scale of [Reverse <-> Brake <-> Forward] this would make the neutral engine functionality slightly obselete.

The reason this is a big problem is because some trains, like the Horse GT right now, do not have brakes. Additionally brakes are disableable through the server settings.

Another reason it is not plausible is because of the large ammounts of rewriting this will take - a lot of mathmatical physics algorythms will have to be redone to take these multiple modes into account, almost a complete redo of the current physics system.

I propose something different - a gears system. This would allow each train to have three "gears" which change how effective the forward and reverse modes are.

What about an ontrainspawn event?


I have been waiting for something like this for a really long time Thank you

For the ontrandetected event, where on the train is the point that, when passed over a brick with the ontraindetected event, triggers said brick.  If it is in the dead center of the bottom of the train, then can you make a 1x2f filler guide, because I've had trouble using the 1x1f for certain turn situations.