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Signal Script

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Reading Topic #13195

Member since Feb-7-05 · 14 posts

Now that I have animated switch stands on my route I need someone to modify my BNSF 3 Light Signal ABS/Interval signal head script. The ABS signal needs to show Stop and Proceed when a switch behind it is thrown even if the spur that it goes to is empty. In real life an ABS signal is red when any manual switch in its block is thrown. Can someone help me on this?

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Charter Member · 687 posts

RE: SIGNAL SCRIPT

LAST EDITED ON Mar-08-05 AT 11:30 AM (EST)

Hi Marc,
You'll need to be careful with this. It is possible to do what you are asking, however it will mess with your signals for sidings and such. Basically you want to have something that states (sorry, I don't remember the exact coding at the moment):If (route not set SIGASP = STOP_AND_PROCEED; You will need to use this in conjunction with the "block occupied" flags to prevent trains from running through signals that should actually be red. As for spurs, you will end up with a STOP on occupied spurs unless you bury a permissive signal at the beginning of the spur.
If you look at the Wenatchee & Cashmere, I had to place permissives at the entrances to both yards, the sawmill, the papermill, and the creosote plant so that I could pass signals to get into those areas and pick up cars.Shawn Becher

W&CRR Version 1.1 complete,
activities coming soon!

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Charter Member · 861 posts

RE: SIGNAL SCRIPT

FWIW, here are revelant blocks of code for the switchstands constructed by Hank Sundermeyer (Signalmaster) for the NECv4 route.
The switchstand indicator (light and flag) moves according to the position the turnout is set to.
=================================================================
Please note there are four entrys for each of the configurations for these switchstands in the sigcfg.dat file and I am only showing one. If you need the complete scripts just download and install the route. Its a very easy automatic install, just one download, click and install.
=================================================================Sigcfg.dat:SignalShape (
"USswstnd_ry_R.s"
"Ramapo Switch Stand R/Y Right"
SignalSubObjs ( 1
SignalSubObj ( 0
"HEAD1"
"Interlocking arm"
SigSubType ( SIGNAL_HEAD )
_SignalFlags ( OPTIONAL DEFAULT )
SignalFlags ( JN_LINK )
SigSubSType ( "USSwitchLamp" )
)
)
)And here is the sigscr.dat entry:SCRIPT USSwitchLamp//Switch Lamp extern float def_draw_state ();
extern float next_sig_lr ();
extern float state;
extern float block_state ();
extern float draw_state;
extern float this_sig_lr ();
extern float route_set ();
extern float enabled;
extern float next_sig_lr (); if ( route_set() )
state = SIGASP_CLEAR_2; else state = SIGASP_APPROACH_1;
draw_state = def_draw_state (state);// End of File
Good luck!

Regards,
Vince Cockeram
Author: NECv4 Route;
Now enjoyed by over 10,000 Train Simmers!

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Member since Feb-7-05 · 14 posts

RE: SIGNAL SCRIPT

Thanks for the reply.I already have scripts for my animated switchstands, , I just need some script modifications to make the ABS/interval signals red when a switch is thrown in the block it protects.
Thanks for the reply

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Charter Member · 294 posts

RE: SIGNAL SCRIPT

My suggestion would be the method of linking routes. The script would have to be modified so you could link that signal to a route, and then you would link it to the end of the block. If one of the switches mid-block was thrown, then the route_set() argument would come back as false, so you would know to show a stop and proceed indication.Mark

Moffat Road Tabernash to Phippsburg
All track complete
Currently working on Mtracks
Check out my railpictures.net photos

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