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"I want wait, not the AI train!! how can I give me a red signal???"

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felixlein (4 posts) Click to send message via ICQ
Jan-06-02, 06:48 AM (EST) "I want wait, not the AI train!! how can I give me a red signal???" Hi everybody! I'm trying to make an activity on my own and in order to achieve a more relistic effect, I want my train to stop sometimes in front of a red signal, for example when another AI train is crossing my track. But everytime I try this, the AI train gets the red signal and I'm able to drive through. So how am I able to give me a red signal?
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Subject Author Message Date ID RE: I want wait, not the AI train!!... rgarber Jan-06-02 1 RE: I want wait, not the AI train!!... tohis Jan-06-02 2 RE: I want wait, not the AI train!!... Survivor Jan-06-02 3 RE: I want wait, not the AI train!!... rgarber Jan-06-02 4 RE: I want wait, not the AI train!!... Survivor Jan-06-02 5 RE: I want wait, not the AI train!!... rgarber Jan-07-02 6 RE: I want wait, not the AI train!!... comtrain Jan-10-02 7 RE: I want wait, not the AI train!!... lnghairedwizard Jan-12-02 8

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rgarber (1014 posts)
Jan-06-02, 10:39 AM (EST) 1. "RE: I want wait, not the AI train!! how can I give me a red signal???" It's all in the timing. You and the ai train are reaching a point where the dispatcher is determining you should go first. Imagine your's and your ai train have a radar that looks 3 signals ahead and figures the right of way. At the point they first intersect that's when I believe the 'who goes first' is calculated. So what you would have to do is determine a point where you would not be given the right of way.There are some EMRR activities where this happens but I can't remember which ones.Rich Garber Remove | Alert Edit | Reply | Reply With Quote | Top
tohis (7 posts)
Jan-06-02, 01:33 PM (EST) 2. "RE: I want wait, not the AI train!! how can I give me a red signal???" Hello felixlein,Here's the trick what I've been used quite successfully. _Before_ passing place the AI train must use exactly same path what the player train will use _after_ passing place. Of course at the passing point you must set different tracks for player and AI train. The AI train must be going on that "same tracks" section before the player train has less than 4 signals ahead before the passing place. If you want AI to wait for player to pass, just turn the whole thing 180 degrees around.Also it seems that you should always give "mainline" track for stopping train and diverging track for passing train. People have been reporting signal problems on passing events, for example the passing train stops just before switch or signal won't clear for player after an AI has passed. I haven't had these problems on my own activities, probably because I've always set the mainline track for stopper and diverging track for passer.Well, one picture tells more than thousand words. I can't guarantee if this all is true but it seems to work this way.
Message Areas - "I want wait, not the AI train!! how can I give me a red signal???" – image 1
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Survivor (25 posts)
Jan-06-02, 07:11 PM (EST) 3. "RE: I want wait, not the AI train!! how can I give me a red signal???" Another thing that does work well and seems to fool the program or compensate if you have switching to do etc. is the waiting points.I have found that the waiting points are incorporated in the decisions that the dispatcher makes, and does indeed work on player driveable paths. My activity that unfourtunately never packaged properly "BY THE WAY CAN SOMEONE PLEASE HELP ME ON THAT ONE!! " on the EMRR has a coal train bridge route that stops at a yard to pickup and setoff empties and loads with Lutherex. It then proceeds to meet only 1 train at a siding half way through the EMRR mainline.The trick I've found that works is to set up a waiting point for the user path at the yard you are switching to give the program time to shunt, then another waiting point holding the mainline for the passenger to pass you on the siding.If you're quick enough with your switching duties you can be waiting up to 10 minutes for the oncoming passenger which I think is pretty cool. The only that won't work is passing paths for the player, as this seems to be only an AI thing, and if you both are set for the mainline, he will indeed pass you on the siding if you've set this up correctly.Now if I can ever figure out the packager to allow me to distribute my activity without asking for more files on an unpack then maybee you guys can see this for yourself. Otherwise I might have to zip every individual file which wouldn't be pretty.ThanksSean Remove | Alert Edit | Reply | Reply With Quote | Top
rgarber (1014 posts)
Jan-06-02, 07:39 PM (EST) 4. "RE: I want wait, not the AI train!! how can I give me a red signal???" If I was sharing activities I would do it this way. First, code the names of your activities and its associated files with some kind of prefix.So for you Surivior you might want to make the first three letters Sur of anything you create for the activity.Then, I would zip the activity and not use the activity packer/unpacker.There's five places for an activity to keep its files.1 - Consist folder
2 - Activity folder
3 - Service folder
4 - Path folder
5 - Traffic folder (if traffic trains are included)By coding the activity say, 'Sur1 EMRR meets PO&N'and say the services as 'Sur1 tometcity'and the path to 'Sur1 tometcityfrombc'and the traffic train to 'Sur1 Activity 1'and the consist say 'Sur1 x1 Sw1200'it's easy pickings to grab all the files for an activity and package them in a zip by creating a duplicate folder and copying the activities to it.IMO. Rich Garber Remove | Alert Edit | Reply | Reply With Quote | Top
Survivor (25 posts)
Jan-06-02, 11:03 PM (EST) 5. "RE: I want wait, not the AI train!! how can I give me a red signal???" Hey Rich:Yeah I think I was using the same prefix so that would definately work then.I just feel so unique that I can't get the packager to work!Oh well, I guess you'll be getting a zip from me in the next few days.ThanksSean Remove | Alert Edit | Reply | Reply With Quote | Top
rgarber (1014 posts)
Jan-07-02, 09:34 AM (EST) 6. "RE: I want wait, not the AI train!! how can I give me a red signal???" I think the opposite is true.. I believe it's most people can't get the packager to work. But I could be wrong though... I know I can't get it to work. But here's the thing, even if I could, I wouldn't use it. The problem with the packager is the end user has no idea what just got put into his folders. So if he's got to remove the activity, he's got to hunt through the different files that make up the activity and find out what got installed. Most people don't even try to remove activities because of this. But with a zipped file, at least you got a log of what was included. So my preference would be to use the activity packer.Rich Garber
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comtrain (56 posts)
Jan-10-02, 07:23 PM (EST) 7. "RE: I want wait, not the AI train!! how can I give me a red signal???" I know what you are saying!
I have over 30 activities downloaded and none working
When I get sick of exploring routes and using pre packaged activities I switch over to Trainz!
I suppose that is why I have never got any unpacked Remove | Alert Edit | Reply | Reply With Quote | Top
lnghairedwizard (476 posts)
Jan-12-02, 05:44 AM (EST) 8. "RE: I want wait, not the AI train!! how can I give me a red signal???" For My activities I'm now doing for the E metro (based on conrail) I use this prefix for all paths, services, consist etc even the main act or apk file itself.EMCR1 <name of activity>EMCR1 <name of consist>etc........I have succesfully packaged my activities and relatively few people have emailed me about not being able to unpack them so if you like, send E-mail me your files (you can mail the various folders separtely if you think their too big) and I will package it then remove the files and see if it unpacks....if so I can then upload it for you.bbzak@msn.comLonghairedwizard Remove | Alert Edit | Reply | Reply With Quote | Top

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