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  • :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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