AI traffic answers and Problems we all need to address
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"AI traffic answers and Problems we all need to address"
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Dokkensound (32 posts)
Jul-17-01, 02:06 AM (EST) "AI traffic answers and Problems we all need to address" I'd like to address some serious activity creation issues. If you insist on making an activity using downloaded cars then you need to create some real documentation. A lot of the early downloads and some current ones had instructions like add this car to "mycar" directory or any name of your choosing. If I put the car in a directory called "Boxcar-UP" and you put it in "UP-Boxcar" then your activity will cause the now familiar error message. It is far better to use the stock stuff boring as they are and then let the end user customize with his add-ons. If you have to use add-ons you need to add the location it can be downloaded from, the file name and the path as it exists on your (the Activity creators) system.
A lot of people are taking trains, paths, services and consists from existing activitys and modifying them for there activities. Well you just screwed up every activity that used that service on your system and when you package it and I download it the second I open it it kills every one of the same activitys on my system. No Warnings! Look at how the other activity services are created but create your own content as it relates too paths consists, and so on. You can use a consist that is in another activity as long as you don't change it. This is great for AI trains that are just scenery and traffic. For AI trains I create a generic path name "robs longhaul North" that runs say from Washington to Philly. My train is running south starting at lets say 12:00 I then create a traffic service called "MYNEWACTIVITY(traffic)" substitute your activity name. I start to create new AI trains like "Genesis Super 10" A genesis with 10 super liners.
Create a consist with the same name and use the "longhaul north" path you created. You can use this path for all northbound traffic. Just make new consists for variety. You need to check the stations tou want it to stop at. Now when you add it to the traffic service it takes about 1:30 to make the trip north so I'll start it at 10:30 so its just getting to Philly as I start and I'm Leaving. Add another one starting at 10:45 and so on. You can then have a variety of AI consists passing you. Folowing traffic is harder and you need to experiment as they will ram you and end the activity. Do the same with a southbound path. You can still use the same consists you created for Northbounds. Start one at 11:50 and you will be dogging his yellows all the way. There will be situations where you will want to create special paths like a train that enters and slows you down for a time then takes another route and gets out of your way. Open up my latest Whitefish Locals and look at how the traffic stuff is assembled and it should make it a little more clear. The problem with creating from scratch every thing in the activity is that you start to get more and more paths and consists in the game. One more thing. When you create a path the starting point that you type and the endpoint should be specific like Washington 5 for track 5 to Philly 2. These names are what show up in the path choices for explore route. I hope some of this helps answer the AI questions I see so much of and will prevent some of the Activity error messages that are p'ing off the people that download them. When I have the time I'll try and write a detailed doc on modifying stock consists for end users unless some one else has time to do it first. We can add it to all activity docs and let the players put in the stuff they have and maybe all or most will be happy. I'm way busy with lights and sound right now so maybe someone can check and see if you create a player consist with stock cars and a workorder to drop off and pick up. then go back and swap some of the cars for add ons if the numbers in the workorder stay the same and work with the new cars ie when you hit F9 or F7 the numbers still match. R. Easterday (DokkenSound)
"But these go to "11""
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Subject Author Message Date ID RE: AI traffic answers and Problems... Denny Jul-17-01 1 RE: AI traffic answers and Problems... Denny Jul-17-01 2 RE: AI traffic answers and Problems... Dokkensound Jul-17-01 3
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Denny (90 posts)
Jul-17-01, 09:24 AM (EST) 1. "RE: AI traffic answers and Problems we all need to address" rob, u doin any activity work on the nec? Remove | Alert Edit | Reply | Reply With Quote | Top
Denny (90 posts)
Jul-17-01, 09:34 AM (EST) 2. "RE: AI traffic answers and Problems we all need to address" . It is far better to use the stock stuff boring as they are and then let the end user customize with his add-ons. this is the name of the game. if we're going to create activities for our fellow simmers we're going to have to forego adding ANY addon locos, cars and consists. we would almost be best served by keeping a stock copy of msts just for designing.
we can always add as you have said our ideas of what we would envision seeing for skins and equipment in the activity. i dont unpack anything that doesnt have good documentation included in the zip file. Remove | Alert Edit | Reply | Reply With Quote | Top
Dokkensound (32 posts)
Jul-17-01, 12:15 PM (EST) 3. "RE: AI traffic answers and Problems we all need to address" Not yet for release. I'm kinda off the Activity path right now. I'm doing a nice one for the NYC Hudson to include in the v2.0 release. I've also been working on alot of audio add-ons for the Hudson. Made the whistle a bit louder, Added a correct bell sample and steam air compressor. Also managed to add a conductor calling "All Aboard" at the end of your stops on Marias Pass. Cyrus also will release a correct cab view in the new version. I'm spending this week correcting and enhansing the lights for the diesel engines in the game. I'll get back to activitys soon. I'll continue to try and post more of the things I've figured out that will and will not work in the editor. Don't be afraid to just delete the whole thing and start over if it gets to buggy. I've done that more than once.
R. Easterday (DokkenSound)
"But these go to "11""
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