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September 10, 2010, 09:53:18 AM

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42232 Posts in 2393 Topics by 886 Members Latest Member: - nealena1938 Most online today: 19 - most online ever: 143 (August 27, 2009, 02:14:18 AM)
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Author Topic: Creating Ditchlights in '06  (Read 221 times)
Josh655
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« on: July 29, 2010, 12:03:25 AM »

Now, I just experimented with a new attachment maker from PEV. I have it down, and have used it for smoke container tags and whatnot. Now I'm onto corona effects. I'm having problems getting it started, of course, I did start pretty high-level.

I want ditchlights in Trainz. I'm trying to get the old code put into '06 where you can use the semi-colon key to operate ditchlights. I looks at GS files and see what does what, but need more education before I can hardly even think to write my own. I added the ditch_color tags. Called both attachments a.ditch0 and a.ditch1. The corona effects (1 and 0, it was a reskinned Amtrak Superliner cab car I was trying this on) are set up fine a dandy on the config file under the mesh-table. Same with the attachments code added for the attach_mesh created for the attachment maker attachments I added. I also am hearing there is a possiblity to dim the headlights with Shift+L. Is this a joke? ( BA DUM TISH) Or can we unlease the true '06? I need some serious help, and this will be a LARGE project. I don't want to hand anything over for anyone else to toy with or do, I want help like a tutor. I need advice to learn the scripting language, create ditchlight scripts, and unlease the default hidden code in TRS2006. Not a custom script like JointedRail, but the default script. Perhaps even the dim light script!

Who's willing to help?

 dillon

^ Ah, classic smiley. Has nothing to do with the topic, but what the hell...!

Cheers,
Joshua
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NS_37
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« Reply #1 on: July 29, 2010, 09:37:52 AM »

you cant, they dont exist in 06.
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Josh655
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« Reply #2 on: July 29, 2010, 05:48:41 PM »

No, there's a built in started script. I just don't know how far it's made. When you install TRS2006, there's a command rule called "Ditchlighz", it's supposedly the first attempt to go for ditchlights in TRS2006. I'm told it operates with the semi-colon key only if you have proper tags and containers. I know you use your own GS scripts, but I wonder. I was also told there's a way to dim lights... That's true, right?

Cheers,
Joshua
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« Reply #3 on: July 29, 2010, 05:53:55 PM »

What your describing is in 09 not 06.  I vaguely remember rumors about trying to get it going in 06 but it was very low on the priority list and never materialized.

Bill
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Josh655
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« Reply #4 on: July 29, 2010, 06:05:21 PM »

I think it's under the DAYLIGHTS command.



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Joshua
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« Reply #5 on: July 29, 2010, 08:43:29 PM »

the ditchlight config entries were accepted in 06, and even in the CCG before i think, but they never worked.
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Josh655
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« Reply #6 on: July 29, 2010, 09:12:29 PM »

Now were caught up. Exactly.

"...but they never worked."

So what's it going to take to get them to work? I'm serious on this. I'm prepared to study up to GS file scripting to simple changes with one condition: We can land this with the default script that "never worked".

 

Cheers,
Joshua
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« Reply #7 on: July 29, 2010, 09:14:38 PM »

Quote
I'm prepared to study up to GS file scripting
Good luck.
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Josh655
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« Reply #8 on: July 29, 2010, 09:17:55 PM »

Thanks. I'm going to need it.

Cheers,
Joshua
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« Reply #9 on: July 30, 2010, 12:43:43 AM »

Now were caught up. Exactly.

"...but they never worked."

So what's it going to take to get them to work? I'm serious on this. I'm prepared to study up to GS file scripting to simple changes with one condition: We can land this with the default script that "never worked".

 

Cheers,
Joshua


i dont think you get it, im not aware of there being any GS script lying around where you can be like 'oh this is unfinished code, lets finish it'. the gs files are a way to interact with the game code, not change the way it works. the current implementation of the ditchlights flashing and headlight setting is hard coded in the game, not in some gs file. in short, there is no 'default script' to find.

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« Reply #10 on: July 30, 2010, 01:50:36 AM »

After some looking into the GS scripts, I have found that my wording was at fault. I see what you mean. Everything is already there... code-wise. I see. Now, I wonder if there's a game code to interact with that could get the desired result. I would like to have it the ditchlights operate through the semi-colon key. I don't know about the diming, but I would think there would be some early application of ditchlight game scripts that would allow this to happen. I mean, come on! What didn't work!? What was the ditchlight feature hush-talked about supposed to do!? I'm not trying to push the impossible, I'm trying to see the possible.

Cheers,
Joshua
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« Reply #11 on: July 30, 2010, 02:13:19 AM »

it was supposed to do what they finished it to do by TS2009. there is no code that you can change in script or otherwise to get it to work in 06, it simply was not done and not compiled to do this. the only way to get close to the effect is to do what i did. you have to trust me on this i worked on it for a while too. there is just no built-in way to do it. it would all have to be done through a script written after the fact as i have done, and as i have heard that others have done. there is also no way to get to the keybindings to make a new keypress to do it, you have to listen for an existing key or make an interface object to control the gs script.
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« Reply #12 on: July 30, 2010, 02:20:55 AM »

One can attache animations to the pantograph key bind and the bell. You might be able to get ditchlighs working using the Pantograph or Bell key bind; however I'm not really sure how one would do that.

peter
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« Reply #13 on: July 30, 2010, 09:55:58 AM »

The whole point is there is no finished programing hard coded into Trainz prior to TS2009 for ditch lights.  Prior to 09 it could only be done by creating and compiling your own gs script file.

Bill
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Josh655
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« Reply #14 on: July 30, 2010, 10:19:03 AM »

Right. I understand. Now, I'm going to need some help as I learn GS file scripts. I'm going to read up, and do a lot of work, and come here (if this is okay) and ask questions.

Justin,
If you wouldn't mind, perhaps we could get on Skype if you felt like helping me. If your busy or don't feel like it, that's understandable.

Anyway, the photograph key sound okay. (especially for a diesel locomotive) However, can someone provide a FULL list of keys and what they do in Trainz? Perhaps there's an overlooked key that does something. I know if you hold "A" and click on a rail car, you can apply/release it's handbrake.

Trainz and me: 

Cheers,
Joshua
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