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  • As well as being a Help Page, this page is intended to be a source for scripts written for AssetX. ==Ian Woodmore's TARDIS 2.0 Scripts==
    8 KB (1,070 words) - 00:08, 1 February 2017
  • ==Sound Scripts==
    4 KB (507 words) - 01:53, 16 June 2011
  • Some recommended steps to help with Debugging custom scripts for TRS19 can be found below:
    1 KB (236 words) - 03:47, 21 September 2018

Page text matches

  • :Text. A name for this effect container. This name can be used in scripts.
    2 KB (230 words) - 17:17, 16 June 2021
  • ... will still be referencing the browser which caused the message, and other scripts will be unable to close it.
    1,002 B (172 words) - 13:58, 3 February 2010
  • *The Interface class provides scripts with methods to handle the user interface.
    16 KB (2,067 words) - 13:45, 28 December 2020
  • ...upport for a function, add parameters, etc without breaking compilation of scripts which use that function. ...This function is obsolete, and calling it may generate errors or warnings. Scripts which access obsolete functions cannot be uploaded to the Download Station.
    14 KB (1,904 words) - 00:18, 22 June 2022
  • ...d to any real brake device, specified in kPa. This may be used by interior scripts for implementing custom cab-mode braking behaviour, and is intended to be d
    5 KB (714 words) - 13:42, 28 December 2020
  • ...tomatically saved and restored. It is the responsibility of the individual scripts to save and restored any necessary state across a Surveyor save session/loa ...-defined HTMLPropertyHandler classes also already exist in the core Trainz scripts, which script programmers can use to save time and avoid code duplication.
    17 KB (2,173 words) - 09:22, 5 April 2021
  • *Since these scripts will not have a GameObject Id an alternative source must be specified.
    3 KB (470 words) - 23:29, 25 February 2024
  • *Warning! The TS10 and TS12 Train.gs scripts advise this method is buggy and to use [[#GetSmoothedVelocity|GetSmoothedVe
    37 KB (4,771 words) - 13:47, 28 December 2020
  • ...ching. (Ie, don't bother tracking your own Train member variable in custom scripts, just call GetMyTrain() when it's required.)
    42 KB (5,513 words) - 14:16, 14 September 2022
  • ...pers to introduce custom Asset-keyed data which may be processed by custom scripts.
    2 KB (367 words) - 18:09, 31 January 2016
  • *If accessed from scripts the values must be prefixed ''World.'', for example: ... what the user is expecting, so should be used with caution. Used in modal scripts to allow the user to indicate a location for train placement, etc. As there
    47 KB (6,387 words) - 15:42, 29 July 2022
  • * [[:Category:Scripts]]
    710 B (102 words) - 16:12, 10 November 2022
  • ... back at all assets prior to TS2009 the configs used the K&R style and the scripts used Allman style. I agree that standardization is a good idea but I also t
    13 KB (2,187 words) - 01:26, 7 November 2016
  • Although we can't control when scripts are called by the game, we can control what happens when the various standa * This method will not be accessible to external scripts so the ''public'' qualifier is not required
    3 KB (521 words) - 14:40, 28 December 2020
  • * Scripts are used to make objects perform operations in reaction to events. For exam * [[KIND Behavior|Rules]] are written as scripts, and these rules can be included in Driver sessions, effectively as the ses
    4 KB (663 words) - 10:47, 10 April 2024
  • ...nderstood. They must always be instructed by the game. The mechanism that scripts use to accept instructions is the provision of standardised methods that wi This is the header for the ''Init()'' function, a method which all asset scripts must contain.
    6 KB (986 words) - 14:37, 28 December 2020
  • The Blender exporter add-on must be installed in the "scripts\addons" area of the Blender data space. The following process will install ..." file "C:Users\your name\AppData\Roaming\Blender Foundation\Blender\2.79\scripts\addons\TrainzMeshExporter.exe" not found". This example is typical of usin
    14 KB (2,244 words) - 05:09, 14 January 2021
  • * [[/Debug Scripts/]]
    12 KB (1,653 words) - 22:37, 20 November 2023
  • The iTrainz technology provides a mechanisms for scripts to communicate between computers in an internetworked environment. Trainz u
    2 KB (303 words) - 10:48, 11 May 2010
  • ...re 'stepping-stone' technologies that will simplify the creation of useful scripts. Auran provides the rough specifications for each project, but the implemen
    5 KB (656 words) - 13:59, 3 February 2010
  • ... has just craeted a new consist. Message source is the new consist so that scripts waiting for this message can get a reference to the new consist created.
    5 KB (682 words) - 13:59, 3 February 2010
  • ...contents. The DataBundleHelper provides an abstract interface which allows scripts to query a human-readable name, a type token, and an icon for a given data
    2 KB (395 words) - 13:59, 3 February 2010
  • ...unsuitable for this usage. It may be worth adding rule categories to allow scripts such as this to identify rules: "control flow", "configuration", etc.
    3 KB (432 words) - 13:59, 3 February 2010
  • The [[MiniBrowser]] provides a minimap component which allows scripts to display the minimap in a custom context, controlling basic display param ...Rule, which displays the minimap. The rule responds to requests from other scripts to allow display of navigation targets etc. Additional Rules are provided t
    889 B (130 words) - 13:59, 3 February 2010
  • '''KIND html-asset''' can be referenced from the scripts and from
    1,011 B (146 words) - 07:13, 2 July 2018
  • ...it possible to directly [[Script Include Directive|include]] the library's scripts from the asset's script file(s). The asset may use [[Class World#GetLibrary
    3 KB (351 words) - 23:41, 11 December 2017
  • Note that an animated mocrossing can be created without the use of scripts, the animation being triggered automatically by a train. Animation events m
    2 KB (284 words) - 05:02, 14 February 2014
  • ...will successfully install and load any dependencies, and secondly to allow scripts to locate relevant child assets. Only first-level dependencies are included ...hould be present in the string. These custom categories are used to enable scripts to rapidly locate certain classes of asset. It is strongly recommended that
    16 KB (2,316 words) - 13:43, 1 February 2024
  • ... by scanning one or two copies of jetlog.txt from TC, together with the TC scripts folder and the TRS2006 copy of index.chm. There are probably many standard |A common custom message used by various scripts to implement timed polling.
    16 KB (2,177 words) - 13:43, 14 September 2019
  • ...omotives and rollingstock used in a map, the driver settings, commands and scripts. A train driver can undertake a sequence of planned moves – a scenario. ... references one or more .html pages. The html-asset can be referenced from scripts and from some of the Surveyor rules
    9 KB (1,500 words) - 05:51, 7 April 2010
  • Scripts running in global context cannot use some of the functions which are intend ...f where they occur in the game. The library is used by native code, and by scripts via the new TrainzScript.OpenURL() function. Script code should never call
    7 KB (1,033 words) - 01:47, 14 March 2018
  • ...ublic internet for security reasons. This means that it's not possible for scripts to connect to an IRC network. It's possible that someone could write a nati ... from James' comments, TS2009 custom signalling requires the use of Signal scripts. You may implement a library which coordinates state between signals if you
    12 KB (2,033 words) - 07:56, 25 February 2013
  • :''TS2009 now has the ability to cross-include scripts from another asset.'' ~chris
    18 KB (2,949 words) - 02:50, 14 October 2021
  • ...in TrainzScript]] - '' tutorials covering the first steps in writing asset scripts.'' [[iTrainz]] - ''learn how to establish communication between scripts running on different users' machines and manage persistent data keyed to th
    4 KB (564 words) - 03:14, 26 August 2022
  • ...cover scripting functions and coding in detail, but may refer to necessary scripts for correct functionality. Some of the new scripting functions that have be '''locomotive and cabin scripts'''
    11 KB (1,750 words) - 06:51, 25 April 2020
  • * Reorganised sound code to allow scripts to play sound from the main menu.
    16 KB (2,497 words) - 11:20, 5 February 2013
  • * Content Mangager - Now compiles scripts with transitive asset script includes
    10 KB (1,576 words) - 11:17, 5 February 2013
  • ...ll classes can be found within your Trainz installation, under ''resources/scripts''. Most classes are contained within obviously named files - e.g. the [[Cla
    5 KB (426 words) - 04:22, 26 February 2024
  • Scripts can: * When you want to make your object available to other scripts to allow them to call your methods directly.
    7 KB (1,084 words) - 11:02, 30 December 2020
  • set include="C:\Program Files\Auran\TRS2006\Scripts" '''TrainzUtil.exe''' is used to compile scripts in TS2009 onwards.
    5 KB (892 words) - 14:34, 12 October 2022
  • ...ts such as 'NumberIt', 'ARN' (Automatic Running Numbers), and other custom scripts to assign the running numbers to the traincar when placed. The script is th In many cases, these scripts allowed effectively unlimited number ranges, which caused the script to tak
    8 KB (1,372 words) - 23:44, 4 August 2021
  • ...ng from place names in routes/sessions to dialog boxes displayed by Driver scripts.
    6 KB (847 words) - 10:48, 16 January 2018
  • * [[CCG/PFX: Sound Scripts|Sound Scripts]]
    16 KB (2,014 words) - 03:49, 1 August 2018
  • Some tags (typically images, scripts or HTML assets) will have an adjacent “New” button when the entry box i
    6 KB (1,076 words) - 09:18, 25 March 2010
  • ==[[AssetX Scripts]]==
    756 B (109 words) - 11:22, 6 April 2019
  • As well as being a Help Page, this page is intended to be a source for scripts written for AssetX. ==Ian Woodmore's TARDIS 2.0 Scripts==
    8 KB (1,070 words) - 00:08, 1 February 2017
  • A html-asset can be referenced from the scripts and from some of the Surveyor rules (i.e. you select the html-asset by name
    626 B (94 words) - 01:32, 2 June 2011
  • '''Note:''' The increasing use of scripts in TRS adds huge flexibility and control to assets and their functionality. ...ver, we do understand that most 3D modelers do not know a great deal about scripts we are really dawning on a new era in Trainz custom content creation
    5 KB (705 words) - 04:55, 28 March 2013
  • ...motives and rolling-stock used in a map, the driver settings, commands and scripts.
    4 KB (452 words) - 17:47, 6 November 2012
  • Note that an animated mocrossing can be created without the use of scripts, the animation being triggered automatically by a train. Animation events m
    4 KB (396 words) - 07:35, 5 June 2011
  • :A list of named assets used in the scenario. Any scripts refer to assets (eg trains) by the '''names''' in this table.
    2 KB (270 words) - 07:53, 5 June 2011
  • ...s config.txt file for the purposes of providing asset-keyed date to custom scripts.
    5 KB (793 words) - 00:42, 6 June 2011
  • ...erences one or more .html pages. The html-asset can be referenced from the scripts and from some of the Surveyor rules.
    2 KB (282 words) - 18:32, 6 November 2012
  • The increasing use of scripts in TRS adds flexibility and control to assets and their functionality.
    10 KB (1,344 words) - 06:32, 10 November 2012
  • ... purely by naming the controls correctly and relying on Trainz default cab scripts to make them work. A quite reasonable cab can be made for many locomotives ... deriving your cab script from the 'cabin' class, ignoring the default cab scripts, and implementing your required behaviour from scratch. This gives you a lo
    29 KB (3,975 words) - 04:54, 17 June 2021
  • ...ailable for download, it does have mesh files but is not complete with all scripts required to fully function - for information only: http://www.auran.com/TRS
    7 KB (792 words) - 04:55, 8 June 2011
  • NOTE: This is the native way of doing running numbers. There are Trainz scripts out there that might do it a different way.
    9 KB (1,478 words) - 12:08, 2 August 2018
  • You may find the scripts useful.
    7 KB (846 words) - 13:50, 18 June 2011
  • ....Print() and Interface.Log() calls are disabled. If you are debugging your scripts, you can enable writes to the Jetlog.txt by enabling the following lines to
    3 KB (450 words) - 04:07, 13 June 2014
  • ==Sound Scripts==
    4 KB (507 words) - 01:53, 16 June 2011
  • ...lays, compare scripts provided with the M7, FL9 and P32 locomotives. These scripts are individually tailored to the functions for each of the locomotives (fl9 ...erated in Driver. Normally they display only when required, the locomotive scripts define if these are turned on (displayed or not) for this particular cab in
    28 KB (3,977 words) - 06:36, 10 November 2017
  • ...plores some of the new functionality being introduced in TS12. The art and scripts used here are deliberately simple examples rather than a complex real-world
    6 KB (965 words) - 22:58, 16 January 2018
  • *A trigger at each end of the track to allow the scripts to determine when a train is at the end of the platform.
    14 KB (2,053 words) - 17:39, 3 January 2023
  • Any changes to site wide scripts should be proposed to [[Commons:Village Pump]] first.
    25 KB (2,968 words) - 10:15, 13 June 2013
  • ...the asset to directly [[Script Include Directive|include]] another asset's scripts from the parent asset's script file(s).
    972 B (134 words) - 05:59, 22 January 2014
  • First example is to include some more scripts into the asset script. The script .gs files to include reside in the same f ...uded with the include directive ''include("scriptname.gs")''. The included scripts work the same way as if write the code in place of the include directive.
    6 KB (758 words) - 16:06, 21 August 2023
  • * Trigger a script exception when the scripts attempt to pass garbage values to the cabin controls. * Pretend that empty trains don't exist, to avoid confusing poorly-behaved scripts.
    42 KB (6,526 words) - 23:15, 12 June 2018
  • More and more content creators are using scripts to extend the funciontallity of their contents,
    4 KB (582 words) - 23:15, 16 January 2018
  • ...as added in [[Trainz A New Era]] as a faster alternative to various custom scripts which attempt to do the same thing.
    4 KB (521 words) - 23:48, 4 August 2021
  • ... can post messages to their Library object. The Library's script, or other scripts which Sniff() the Library, can receive the messages and process them as req ...in, and should expose a stable, simple and future-proof interface to other scripts. Where feasible, such libraries should function independently of other syst
    6 KB (913 words) - 07:23, 11 May 2016
  • #Faults within encrypted scripts will require careful consideration and probably on a case by case basis. I
    13 KB (2,140 words) - 23:19, 15 September 2016
  • ... of the changes being activated in a public build, to ensure that existing scripts can be updated to ensure compatibility with Asynchronous Route Streaming. V ...user's immediate locale is being reworked to allow asynchronous operation; scripts which use these functions will need to be reworked to allow asynchronous se
    7 KB (1,133 words) - 00:54, 8 July 2018
  • ...as added in [[Trainz A New Era]] as a faster alternative to various custom scripts which attempt to do the same thing.
    5 KB (529 words) - 01:26, 7 May 2019
  • ** Asset scripts should respond to Init() calls as rapidly as possible. Performing TrackSear
    8 KB (1,342 words) - 03:45, 13 June 2018
  • ...bjectID.gs, which can be found in the Trainz core script folder (resources/scripts). For the most up to date and accurate usage instructions please see the co ...pectively), which can be found in the Trainz core script folder (resources/scripts).
    13 KB (2,017 words) - 23:35, 25 February 2024
  • Some recommended steps to help with Debugging custom scripts for TRS19 can be found below:
    1 KB (236 words) - 03:47, 21 September 2018
  • Now that we have imported the file "nochelper.gs" in your scripts, all other needed steps will be done by calling some API functions defined ...ve available named objects, and using cache techniques enables to optimize scripts by sharing data between multiple assets and offers synchronous answers to
    20 KB (2,908 words) - 01:13, 2 March 2022
  • Scripts tend to rely heavily on message passing and threading. In both cases, there
    38 KB (6,060 words) - 05:32, 11 October 2019
  • ...has Assets for building your Trainz Route and Sessions. MIN, Station, EIT, Scripts, Drivers, Track Objects, Scenery and more.<br>
    2 KB (245 words) - 14:42, 3 April 2022
  • *If accessed from scripts the values must be prefixed ''AssetCategory.'', for example:
    4 KB (599 words) - 16:22, 28 December 2020
  • *If accessed from scripts the values must be prefixed ''AsyncQueryHelper.'', for example:
    2 KB (292 words) - 19:43, 28 December 2020
  • Permits are used to stop scripts from 'fighting' over resources in situations such as:
    3 KB (410 words) - 11:07, 8 January 2021
  • ...santes. Ceci se fait en rajoutant des pré traitements avant d'appeler les scripts standards N3V et aussi des post traitements. Cette méthode permet de vous ::Cette option est disponible pour aider les développeurs des scripts du Poste de Contrôle Régulation, en leur offrant différentes modalités
    16 KB (2,711 words) - 16:30, 18 February 2021
  • ...of this rule instance, as configured by the player in Surveyor. Inheriting scripts should override this to add assets that the player may configure/select, e.
    10 KB (1,472 words) - 12:20, 27 March 2021
  • ...], this mode is the default for the game due to the large number of legacy scripts in circulation. Users may override this default in the (out-of-game) Trainz
    3 KB (516 words) - 05:25, 21 June 2022
  • ... warning system' are designed to work with boat's ATLS and the TRC system. Scripts updated to new TANE SP2 standards replacing obsolete function calls and tes
    2 KB (251 words) - 22:10, 16 November 2023
  • ...ad of GSObject. This function was added as obsolete, in order to highlight scripts which were mistakenly calling LibraryCall with a GameObject array, and rely ...g is inefficient by nature, and the same effects can be achieved by having scripts listen (via Sniff() or AddHandler()) to the specific objects and messages t
    10 KB (1,503 words) - 11:58, 11 August 2023
  • ...s of the game, but there are some scripts out there which attempt it. Such scripts should be considered broken, and in need of repair, and updating them to us
    9 KB (1,287 words) - 05:39, 3 March 2022
  • ... 'path' then the tower will take ownership of the object, preventing other scripts from modifying state. In this instance, passing a null SecurityToken will c
    5 KB (640 words) - 23:16, 25 February 2024
  • ...ding traincar DLC packs. It is expected that locomotives and rolling stock scripts will not break default functionality. ... with a locomotive that to them simply does not work. For startup/shutdown scripts there are two options for this, one is to simply have the loco on by defaul
    16 KB (2,759 words) - 21:05, 26 June 2023
  • ...Trainz System Log''' which details the loading of assets, the operation of scripts, messages displayed on the screen (in Driver), etc. It is for diagnostic pu
    336 KB (49,198 words) - 05:53, 9 April 2024
  • ...rogrammers. Maintaining scripts can create a huge amount of work if common scripts are replicated across many assets.
    10 KB (1,281 words) - 04:29, 7 January 2024
  • ...enerally the result of messages posted either by the system or other asset scripts.
    47 KB (6,255 words) - 00:13, 5 March 2024
  • ...tyle="color: green;">YES - signals scripts are compliant to Trainz signals scripts standard</span> ...tyle="color: green;">YES - signals scripts are compliant to Trainz signals scripts standard</span>
    9 KB (1,347 words) - 14:31, 8 December 2023

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