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CanadaSouthern
Rich:

In the book you state: "In a yard, you might want to decrease the radius so an engine on an adjacent track doesn't run over a Location Event it's not meant to."

Were you referring to an AI train, or the player train triggering the event from another track before it's supposed to be triggered?

When I first read this, I assumed it was talking about AI trains. I'm trying to work out an activity on Canton where the player train takes a siding to wait for an AI train coming from the opposite direction. Depending on whether the player train arrives on time or not, the timed message could be displayed before the AI train passes through. I was thinking of setting a location event to be triggered when the AI train passes the last switch before giving the player permission to enter back onto the main. I'm just trying to make sure the player doesn't have to wait any longer than he has to by lengthening the time trigger to account for a late arrival on the siding. The only other solution that I can think of is giving the player a deadline for reaching the siding. If the siding switch is not cleared in time, the activity ends with a failure message.

Rick
rgarber
QUOTE(CanadaSouthern @ May 13 2008, 3:14 PM) *
In the book you state: "In a yard, you might want to decrease the radius so an engine on an adjacent track doesn't run over a Location Event it's not meant to."


Hi Rick, that would be the player engine that was referencing and not an AI train. More specifically say you have an engine approaching a location event located on the adjacent track to say trigger the end of an activity. Your engine on another track if it overtakes the overlap will trigger that activity. My point in general was for the author of an activity to pay attention to those little details.

AI trains don't effect events that I'm aware of. Keep in mind it's been a long time since I wrote an activity or wrote that. But off the top of my head I don't recall AI trains effecting anything except a migraine when they don't perform as expected. Now waiting points, that's different. A waiting point will effect an AI train.

Ask me this question again in a week or so when I'm writing activities for the EMRR and all that will be back in my head again, not to mention the bottle of aspirin nearby.

Oh yeah, BIN, I forgot about that. If Bin has changed anything the way activities work other than waiting points then I'm not aware of that yet.

Rich

CanadaSouthern
QUOTE(rgarber @ May 13 2008, 3:32 PM) *


I don't recall AI trains effecting anything except a migraine when they don't perform as expected. Now waiting points, that's different. A waiting point will effect an AI train.

Ask me this question again in a week or so when I'm writing activities for the EMRR and all that will be back in my head again, not to mention the bottle of aspirin nearby.

Oh yeah, BIN, I forgot about that. If Bin has changed anything the way activities work other than waiting points then I'm not aware of that yet.

Rich

....yes I know all about migraines! especially when the weather is bad! Have to take 2 - 200mg advil gels!

....Bin has not affected the location events. Just tried with that and an AI and it didn't work! Guess I'll have to incorporate some failsafes to get the train on the siding in time.

I was looking at those EMRR upgrade pics a few minutes ago! Can't wait to get the upgrade!!!

Oh, and Cumberland and Ohio are on my list as well!!! keep up the good work!

Rick
LooseCannon17
Rick,

Bin has restored the effectiveness of the waiting point.

My idea is to place a waiting point a few minutes (and out of sight of where the player takes the hole), and hold the AI train there until the alotted time passes for the player to take the hole. The AI will pass with no problems.

Works especially well if you want to see an AI train enter a yard and stop short of a switch so that the conductor can throw it before the AI passes over it. Truly is something to watch.

Hope this helps.
rgarber
Appreciate the tip Clinton! smile.gif

Rich G
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