Session Rules By Categories With Properties
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TRAINZ A New Era SP2-List of Trainz Session Rules by Categories with Properties. All rules are the Copyright of N3V Games
Contents |
Achievement Rules
Achievement Check Rule: This rule allows you to customize session gameplay based on whether the player has received an achievement. If the rule is satisfied then it will execute any following child rules.
Properties: <Not configured, click here to select an achievement asset> - click to select an Achievement Asset from those installed When an Achievement Asset has been selected, the following will appear:- Achievement KUID: <selected asset name> - change the selected Achievement Asset Achievement name: <not set> - select the achievement name from the selected asset Trigger if achievement: <select> - choose one of:- has been gained - the rule will be triggered when this achievement has been gained has not been gained - the rule will be triggered when this achievement has been NOT gained
Advanced Industry Load Configuration Rule: Locks train controls when loading/unloading at an industry, overrides time settings for begin load and begin unload operations
Properties: Target object <select> - select industry object from session list [Check box] Lock the train's controls during a stopped load/unload operation - check to disable driver controls while train is stopped and loading/unloading [Check box] Override 'begin load' and 'begin unload' durations to <value> seconds - if checked enter number of seconds to override Note: Times are Trainz clock time, not real time
Multiple Resource Check Rule: If specified resources in a selected industries or vehicles reaches set levels, then executes any following child rules. This rule replaces the older Resource Check Rule
Properties: <Product Level> - click to select a product test from two choices:- Reach/Exceed - sets an upper limit for the resources being monitored. For example: the rule will be triggered if the quantity of coal in a coal loader stockpile or a coal wagon reaches or exceeds a specified level. The initial level in the object must be below the set upper limit. Fall below - sets a lower limit for the resources being monitored. For example: the rule will be triggered if the quantity of coal in a coal loader stockpile or a coal wagon falls below a specified level. The initial level in the object must be above the set lower limit. To test when a resource level reaches zero (i.e. is empty) set the lower limit to a very low value but not zero as the level can never fall below zero. <value> - enter required quantity value <select> - select a product from session list of products <Add object> - click to select a source or target object. Multiple objects and their queues can be added to the rule. ALL the entered products must reach/exceed or fall below the specified value for the rule to be triggered. For each object:- <Object> - click to select session active industry or product enabled rail vehicle <Queue> - select product queue (there may be only one available) <Remove> - removes the object and its product queue from the rule
Objective Add Rule: Sets up a game Objective with ID and display Name
Properties: Priority <Select> - select one of:- Above Normal Below Normal Normal Optional Urgent Completion Target Number <value> - to set Completion Target Number Icon <select> - to select Icon from list Display Name <enter> - to insert Name Unique Objective ID <enter> - enter a unique objective ID Custom Message <Text Box> - insert typed message in text area Related Rules: Objective Check Rule - checks if an objective is complete Objective Update Rule - changes the progress of a game objective
Objective Check Rule: Checks if an objective created with the Objective Add Rule is complete, then executes any following child rules
Properties: Unique Objective ID <value> - enter the unique ID created with the Objective Add Rule Mode <select> - select one of three option buttons:- Wait for completion Wait for failure Wait for progress Related Rules: Objective Add Rule - sets up a game objective Objective Update Rule - changes the progress of a game objective
Objective Update Rule: Changes progress of an objective outcome created with the Objective Add Rule according to Property choices
Properties: Unique Objective ID <value> - enter the unique ID created with the Objective Add Rule Mode <select> - select one from the following options Decrement progress Increment progress Reset Objective Set objects as complete Set objects as failed Set progress Set progress only if greater Amount <value> - click to enter a value Related Rules: Objective Add Rule - sets up a game objective Objective Check Rule - checks if an objective is complete
Power Station Rule: Sets up a Power Station and its electricity consumers
Properties: Power station <select> - select a Power Station from the session list. Consumers: <add object> - add power consumers from the session list
Ranked Session Begin Rule: Begins a ranked Session
Properties: Countdown Starting Value <value> hrs: min: sec: 1 through 5 stars, points for each star <value> - enter number of points for each star rating Session timer mode: - select one of three option buttons:- ( ) Timer ( ) Countdown Starting value <value> - enter time hh:mm:ss ( ) None Note: Times are Trainz clock time, not real time Related Rules: Ranked Session Complete Rule - completes the active ranked Session
Ranked Session Complete Rule: Completes the active ranked Session
Properties: Set the active ranked session as: - select one of two option buttons:- ( ) Complete ( ) Failed [Check box] Customize the completion message <text> - enter a text message Related Rules: Ranked Session Begin Rule - begins a ranked Session
Resource Check Rule: Check the progress of the amount of a resource and target object, then executes any following child rules. This rule has been superseded by the Multiple Resource Check Rule
Properties: Select one of two option buttons:- ( ) Watch industry queue Target Object <select> - select an industry from the session list Queue <select> - select a product queue from the selected industry Product <select> - select a product from the selected queue Amount <value> - enter a quantity Select one of two option buttons:- ( ) Complete when designated queue equals or exceeds required amount ( ) Complete when designated queue falls below required amount ( ) Watch vehicle Target Object <select> - select a rolling stock asset from the session list Queue <select> - select a product queue from the selected rolling stock Product <select> - select a product from the selected queue Amount <value> - enter a quantity Select one of two option buttons:- ( ) Complete when designated queue equals or exceeds required amount ( ) Complete when designated queue falls below required amount
Session Complete Rule: Set session to a percentage of completion
Properties: Set session to percent complete <value> - enter number as a percentage [Check box] Separate achievements for completion - check to set
Station Visited Check Rule: Waits for a designated train or any train to call at one of the designated stations or industries, then executes any following child rules
Properties: Trigger: <select> - click to select one of the following Never - stopping at the selected industries will never trigger the rule. Once only - the rule is triggered on the first visit only to any one of the selected industries Once per industry - the rule is triggered on the first visit to each industry with each individual product Once per visit - the rule is triggered on the first visit to each industry regardless of the product Once per vehicle - each vehicle can only trigger the rule once. <select industry> - select industry or industries from session list Select one of two option buttons:- ( ) click to accept all trains ( ) click to accept trains matching specific criteria Selecting the second option will produce the following selection controls:- Specific vehicle - identify the specific vehicle or set of specific vehicles that will trigger the rule + - click to add a specific vehicle from the session list x - click to remove the specific vehicle from the rule Vehicle types - identify the type of vehicle or a set of vehicle types that will trigger the rule + - click to add a type of vehicle from the session list x - click to remove the type of vehicle from the rule Drivers - identify the drivers that will trigger the rule + - click to add a driver from the session list x - click to remove a driver from the rule
Danger Rules
ATP Speed Limiter Rule: Limits speed over set limit
Properties: Limits the speed to <value> mph over the set limit - enter speed value in mph
AWS Configuration Rule: This rule configures the Trainz implementation of the Automatic Warning System when approaching signals
Properties: Select one of three option buttons:- ( ) Active ( ) Passive ( ) Passive with HUD hidden [Check Box] Simulate AWS for unfitted cabs? [Check Box] Use modern sound set for unfitted cabs?
Clean UP Derailed Trains Rule: Cleans up derailed train cars after a set time delay
Properties: Set delay to clean up derailed traincars to <h>: - click to enter the number of hours (0-23) to wait <mm>: - click to enter the number of minutes (0-59) to wait <ss>: - click to enter the number of seconds (0-59) to wait Note: Time is Trainz clock time, not real time. Related Rules: Replace Missing Vehicles Rule - creates a replacement train after a derailment Wait for Derailment Rule - executes child rules if a derailment occurs
Coupler Breakage Check Rule: Checks for breaking couplers and, if found, then executes any following child rules.
Properties: None Related Rules: Coupler Breakage HUD Rule - adds a coupler stress and breakage warning to the HUD Set Coupler Masks Rule - sets the coupling/decoupling masks on selected vehicles
Coupler Breakage HUD Rule: HUD displays warning about coupler stress and breakage
Properties: Select one of two option buttons:- ( ) Show the Coupler Breakage Display ( ) Hide the Coupler Breakage Display Related Rules: Coupler Breakage Check Rule - executes child rules when a breakage occurs Set Coupler Masks Rule - sets the coupling/decoupling masks on selected vehicles
Replace Missing Vehicles Rule: Produce new trains to replace missing vehicles that have been removed from the session by the Clean UP Derailed Trains Rule
Properties: [Check box] Respawn trains if they are abandoned for 10 minutes If checked:- Select one of two option buttons:- ( ) Respawn trains at their original locations ( ) Respawn trains from portals <+ Add a new portal> - click to enter the name of a portal, there can be more than one portal. Entered portal names that appear in red have not been found in the session Related Rules: Clean UP Derailed Trains Rule - cleans up derailed train cars after a set time delay Wait for Derailment Rule - executes child rules if a derailment occurs
Safety System Engaged Check Rule: Checks for safety systems making penalty applications on users and, if found, then executes any following child rules.
Properties: [Check box] Trigger only once Related Rules: Safety System Isolated Check Rule - executes child rules if safety systems have been isolated by user
Safety System Isolated Check Rule: Checks for safety systems being isolated by users and, if found, then executes any following child rules.
Properties: [Check box] Trigger only once Related Rules: Safety System Engaged Check Rule - executes child rules if safety systems have been engaged by user
Set Coupler Masks Rule: Set the coupling/decoupling masks on the selected vehicles
Properties: <Add vehicle> - click to select a vehicle from the session list <Add All> - click to add all vehicles in the session list <Delete All> - click to remove all added vehicles from this rule For each selected vehicle:- Coupling Mask Front and Back - choose for each Locked Unlocked Decoupling Mask Front and Back - choose for each Locked Unlocked <Remove> - click to remove this vehicle from the rule Related Rules: Coupler Breakage Check Rule - executes child rules when a breakage occurs Coupler Breakage HUD Rule - adds a coupler stress and breakage warning to the HUD
Signal Passed At Danger Check Rule: Checks for Drivers passing signals at danger (stop) and, if found, then executes any following child rules.
Properties: [Check box] Trigger only once
Speeding Check Rule: If player controlled trains are over the local speed limit or over a set (custom) speed, then executes any following child rules
Properties: Select one of two options to set a speed limit to be observed ( ) Watch for trains travelling above the posted speed limit <speed value> - click to enter a new overspeed tolerance value <speed units> - click to select one from the list:- Km/h - Kilometres per hour MPH - Miles per hour mps - metres per second ( ) Watch for trains travelling above a custom speed <speed value> - click to enter a new custom speed value <speed units> - click to select one from the list:- Km/h - Kilometres per hour MPH - Miles per hour mps - metres per second Warning: This option is very performance intensive and should only be used in sessions with few trains
Vehicle Physics Rule: Overrides the default vehicle physics properties for all vehicles or for those matching set criteria
Properties: Select one of two option buttons:- ( ) click to accept all trains ( ) click to accept trains matching specific criteria Selecting the second option will produce the following selection controls:- Specific vehicle - identify the specific vehicle or set of specific vehicles that will trigger the rule + - click to add a specific vehicle from the session list x - click to remove the specific vehicle from the rule Vehicle types - identify the type of vehicle or a set of vehicle types that will trigger the rule + - click to add a type of vehicle from the session list x - click to remove the type of vehicle from the rule Drivers - identify the drivers that will trigger the rule + - click to add a driver from the session list x - click to remove a driver from the rule Coupler Parameters: Couplers break at <value> kN expansion force - enter force value Couplers break at when coupling above <value> kph - enter speed value [Check box] Show coupler breakage in HUD - check to display breakage in on-screen HUD Wheelslip Parameters: Maximum tractive effort adjusted by <value> % - enter adjustment as a % Traction is reduced to <value> % while wheelslipping - enter value as a % Traction boost is <value> % while sanding - enter value as a % Sway Parameters: Cab sway level is set to <value> % - enter value as a %
Wait for Derailment Rule: Waits for a derailment to occur, then executes any following child rules
Properties: [Check Box] Trigger derailment watch once - check to execute the rule once only Related Rules: Replace Missing Vehicles Rule - creates a replacement train after a derailment Clean UP Derailed Trains Rule - cleans up derailed train cars after a set time delay
DestSignTable Rule: Creates a list of destination names for a destination sign
Properties: <add destination> - enter a destination name to be added to the destination sign roll <import destinations from texture-group> - select a list of destination names from session [Check box] Enable industries/stations as destination - check to set [Check box] Enable Track Marks as destinations - check to set [Check box] Enable table of destinations - check to set
Interlocking Tower Configure Path Alters settings on an interlocking tower path
Properties Interlocking Tower <select> - to set Name and Objects
Interlocking Tower Path Selection UI Will automatically react to messages from Interlocking Towers and display a path selection dialog to the player. Disable by removing rule from session
Properties [Checkbox] Show path activation message in Driver
Interlocking Tower Set Path Rule: Will set the state of an interlocking tower path for a train
Properties: Interlocking Tower <select> - to set Name and Objects
Interlocking Tower Enhanced Manager Rule (SP2 and later): rule by pguy. Provides more management and control options for interlocking towers.
Properties:
Multiple Junction Alignment Check Rule Checks junctions are set or in alignment, then executes any following child rules
Properties: Wait until <selection> - select from:- any one - any of the junctions in the rule list (below) is set correctly all - ALL of the junctions in the rule list are set correctly <Add junction> - click to select a junction from the session list <Add all> - click to select ALL junctions in the session list <Delete all> - click to delete ALL selected junctions from the rule list For each selected junction:- <setting> - click to select one switch direction from:- Left Right Center Any <remove> - to delete this junction from the rule list
Navigation Display Rule: Creates a set of navigation points. Multiple sets can be created by adding additional copies of this rule. This rule creates the navigation set, it does not display it.
Properties: Unique set ID: <click here to set> - enter a unique name for the navigation set. Name must be in lowercase and have no spaces. Train (optional): <click here to set> - select a rolling stock asset from the session list shown. Select one of three option buttons:- ( ) All points must be completed in sequence: - the first uncompleted navigation point will be shown and must be completed next. - the next point (if any) will also be shown but at a lower opacity. ( ) Points will be completed in sequence, but can be skipped: - navigation points can be skipped but must be completed in order. - you cannot go back to complete a missed point. ( ) All points must be completed, but in any order: - all uncompleted navigation points will be shown. - you may complete them in any order. For each navigation point: <Click here to set> - select an item (trigger, trackmark, track object, rolling stock) from the session list to become the navigation point. <Display text> - enter a text message to display with the navigation point. You are limited to 25 characters. Icon <icon list> - select an icon for the navigation point. <Style> - click to select one from three choices Automatic - the navigation point will be completed as soon as the consist reaches the point. Manual - the navigation point must be set as complete by using the Navigation point complete rule or the Navigation set clear rule. The Manual style option allows you to execute other rules (e.g. consist check, wait, etc) before completing the navigation point. Require Stop - the navigation point will be completed when the consist comes to a complete stop on the point. Related Rules: Navigation Set hide/show rule - makes a navigation set visible/invisible. Navigation Set Check Rule - checks if a navigation set is complete or incomplete. Navigation Set Clear Rule - completes (terminates) a navigation set. Navigation Point Complete Rule - manually completes (terminates) a specific navigation point in a set. Wait on Navigation Point Rule - checks if a specific navigation point in a set has been completed.
Navigation Point Complete Rule: Manually completes a navigation point in a set
Properties: Mark navigation point <click here to set> - enter the navigation point number to be completed complete in set <click here to set> - enter the unique name for the navigation set created using the Navigation display rule. Name must be in lowercase and have no spaces. Known Issues: The rule will NOT check to see if the named navigation set and point exists or not. Related Rules: Navigation Display Rule - creates a set of navigation points. Navigation Set hide/show rule - makes a navigation set visible/invisible. Navigation Set Check Rule - checks if a navigation set is complete or incomplete. Navigation Set Clear Rule - completes (terminates) a navigation set. Wait on Navigation Point Rule - checks if a specific navigation point in a set has been completed.
Navigation Set Check Rule: Checks if a navigation set is complete or incomplete, then executes any following child rules
Properties: Checks if navigation point set <name>: - enter the unique name for the navigation set created using the Navigation display rule. Name must be in lowercase and have no spaces. is <Complete/Incomplete> - click to select one Known Issues: The rule will NOT check to see if the named navigation set exists or not. Related Rules: Navigation Display Rule - creates a set of navigation points. Navigation Point Complete Rule - manually completes (terminates) a specific navigation point in a set. Navigation Set hide/show rule - makes a navigation set visible/invisible. Navigation Set Clear Rule - completes (terminates) a navigation set. Wait on Navigation Point Rule - checks if a specific navigation point in a set has been completed.
Navigation Set Clear Rule: Clears a navigation set removing any uncompleted navigation points
Properties: <Click here to set> - enter the unique name for the navigation set created using the Navigation display rule. Name must be in lowercase and have no spaces. Known Issues: The rule will NOT check to see if the named navigation set exists or not. Related Rules: Navigation Display Rule - creates a set of navigation points. Navigation Point Complete Rule - manually completes (terminates) a specific navigation point in a set. Navigation Set hide/show rule - makes a navigation set visible/invisible. Navigation Set Check Rule - checks if a navigation set is complete or incomplete. Wait on Navigation Point Rule - checks if a specific navigation point in a set has been completed.
Navigation Set Hide/Show: Shows and hides navigation sets. You can have multiple sets visible and hidden at the same time.
Properties: <visibility> - click to select one Hide - select to make the navigation set invisible Show - select to make the navigation set visible <click here to set> - enter the unique name for the navigation set created using the Navigation display rule. Name must be in lowercase and have no spaces. Known Issues: The rule will NOT check to see if the named navigation set exists or not. Related Rules: Navigation Display Rule - creates a set of navigation points. Navigation Point Complete Rule - manually completes (terminates) a specific navigation point in a set. Navigation Set Check Rule - checks if a navigation set is complete or incomplete. Navigation Set Clear Rule - completes (terminates) a navigation set. Wait on Navigation Point Rule - checks if a specific navigation point in a set has been completed.
Schedule Rule: Allows a schedule of timed events to be applied to a train
Properties: Insert track mark <select> - select a track mark from the Session List Arrival and Departure Time <Select> - set time hh:mm:ss - in hours/minutes/seconds Current Train <select> - select from session list Insert destination <select> - select from session list Note: Times are Trainz clock times, not real time
Set Junctions Rule: Sets the selected junctions to a specific state Warning: not compatible with Interlocking Tower Assets
Properties: Add Junction - click to select a junction from the session junction list Add All - click to add ALL junctions in the session junction list Delete All - click to remove ALL entered junctions from the rule Junction Options: - for each selected junction:- <direction> - click to select the junction direction Left Center Right Don't change <user control> - click to select a user control option Locked - the junction setting cannot be changed by the user Unlocked - the junction setting can be changed by the user <AI control> - click to select AI control Allows AI control - an AI train can switch the junction Blocks AI control - an AI train cannot switch the junction Remove - click to remove this junction from the rule list
Set Signal Extended Rule: Sets the state of a selected signal Warning: not compatible with Interlocking Tower Assets
Properties: <Select signal> to <signal state> - click to select a signal from the session list and click to select a state from the list - Automatic Stop Stop then Continue Caution Left Caution Right Caution Advance Caution Left Advance Caution Right Advance Caution Proceed Left Proceed Right Proceed Slow Medium Note: The signal must support the state selected otherwise there will be no change in the signal
Trackside Check Rule by Josefpav Similar to the Trigger Check Rule but provides other options. If the rule is satisfied then it will execute any following child rules
Applies to: - select one of three option buttons:- ( ) Junction ( ) Trigger ( ) Trackmark Trackside object name: <specify> - select object name from session list Wait for train to: - select one of three option buttons:- ( ) Enter ( ) Stop at ( ) Leave [Check box] Auto reset this rule - check to execute the rule continuously Applies to train containing: <Add vehicle> - click to select a rail vehicle from the session list del - click to remove a selected vehicle from the rule
Trigger Check Rule: - Waits for any train to enter one of the designated triggers, then executes any following child rules. This rule replaces the older and less versatile "Trigger Rule".
Properties: [Check Box] Trigger only once [Check Box] Wait for child rules to complete even if no trains are present in rule trigger [Check Box] Only activate when the entering vehicle of the train is heading <select direction> into the trigger - select one of two directions:- forward backward Triggers List <add trigger> - select a trigger from the session list <delete trigger> - delete a trigger from the rule Select one of two option buttons:- ( ) click to accept all trains ( ) click to accept trains matching specific criteria Selecting the second option will produce the following selection controls:- Specific vehicle - identify the specific vehicle or set of specific vehicles that will trigger the rule + - click to add a specific vehicle from the session list x - click to remove the specific vehicle from the rule Vehicle types - identify the type of vehicle or a set of vehicle types that will trigger the rule + - click to add a type of vehicle from the session list x - click to remove the type of vehicle from the rule Drivers - identify the drivers that will trigger the rule + - click to add a driver from the session list x - click to remove a driver from the rule
Wait on Navigation Point Rule: Waits for a navigation point to be completed, then executes any following child rules
Properties: navigation point <click here to set> - enter the number of the navigation point to be completed in set <click here to set> - enter the unique name for the navigation set created using the Navigation display rule. Name must be in lowercase and have no spaces. Known Issues: The rule will NOT check to see if the named navigation set and point exists or not. Related Rules: Navigation Display Rule - creates a set of navigation points. Navigation Point Complete Rule - manually completes (terminates) a specific navigation point in a set. Navigation Set hide/show rule - makes a navigation set visible/invisible. Navigation Set Check Rule - checks if a navigation set is complete or incomplete. Navigation Set Clear Rule - completes (terminates) a navigation set.
Wait on Train Stop/Start Rule: Wait for a train to stop or start, then executes any following child rules
Properties: [Check box] Trigger rule once Wait for a train that matches the following criteria to <select> - select one of:- start moving stop moving Select one of two option buttons:- ( ) click to accept all trains ( ) click to accept trains matching specific criteria Selecting the second option will produce the following selection controls:- Specific vehicle - identify the specific vehicle or set of specific vehicles that will trigger the rule + - click to add a specific vehicle from the session list x - click to remove the specific vehicle from the rule Vehicle types - identify the type of vehicle or a set of vehicle types that will trigger the rule + - click to add a type of vehicle from the session list x - click to remove the type of vehicle from the rule Drivers - identify the drivers that will trigger the rule + - click to add a driver from the session list x - click to remove a driver from the rule
Driver Rules
Control Check Rule: Checks if the control method changes, then executes any following child rules
Properties: Execute child rules when: - select one of two option buttons:- ( ) DCC mode is Selected ( ) Cab mode is Selected Execute child rules: - select one of two option buttons:- ( ) Every time control method is set ( ) Once only
Control Type Rule Sets control type
Properties: Current control method is: <select> - click to select one of Easy Mode Ask User Realistic Mode
CPC Rule: Emit Train On Trigger. Used to Emit Trains from the Central Portal Control on Triggers, Also works with the Un-Portal Rule
Properties: Portal index from PCP <value> - click to enter (Un)Portal Index Use UnPortal <select> - click to select Yes or No Delay from Trigger to Emit <seconds> - click to set number of seconds Add Trigger <select> - click to add Trigger from Session List Note: Times are Trainz clock time, not real time
Disable/Enable Industry Rule: Disables vehicle load/unload for industry
Properties: Load/unload <Disable/Enable> - click to set to Disable or Enable Which Industry? <select> - click to set Industry from Session List Which Vehicles: - select one of two option buttons:- ( ) Apply to every vehicle in the session ( ) Apply only to a specific vehicles from Session List
Driver Command Rule: Specify which commands will be available for the drivers
Properties: For each installed Driver Command:- [Check box] Name of Diver Command and Description (if available) - check to make that command available to the driver
Driver Command Check Rule: Verifies the driver commands of a driver character, then executes any following child rules
Properties [Check box] Trigger rule once - check to allow the rule to execute only once Driver character to watch the command list of <select> - select a driver name from the Session List Wait for driver character to have a command list that matches this: <add driver command> - add a driver command from the session list. More commands can be added. Commands can be deleted. <add all> - adds ALL driver commands in the session list. Individual commands can be removed. <delete all> - deletes all entered driver commands from the session rule
Driver Main Menu Options Rule: Show/Hide the Driver Main Menu Bar
Properties <select> the Driver Main Menu Bar - click to choose one of:- Show Hide
Driver Schedule Rule Execution of basic scheduled commands
Properties: Driver Schedule Assigned to name of driver <icon> - click icon to select a driver from those assigned in the Driver Setup Rule Next commands, will be executed >> - click to enter driver commands from those specified in the Driver Command Rule Style: - select one of four option buttons:- ( ) Classic style: If there is a schedule do not emit a new schedule - any currently assigned set of driver commands will not be replaced ( ) Killer style: If there is a schedule clean it and emit a new one - replace any currently assigned driver commands with the new commands ( ) Cooperative style: If there is a schedule append the new one - add the new driver commands to the end of any existing commands ( ) Active style: Emit a new schedule, only if already a schedule running - only add the new commands if commands are currently running
Driver Setup Rule: Create the list of drivers for this session and assign them their orders
Properties <driver icon> - click to select a new driver from the list of installed and built in drivers <loco> - click to select a new locomotive from the session list and assign it to this driver. Locos displayed in red have not been found in the session list <driver name> - click to enter a new name for the selected driver <driver mode> - click to select one of:- Autodetect - the program will detect the driver mode to be used. For example, if driver commands have been entered for this driver then the AI driver mode will be selected First Human Player - the driver will wait until he/she has been selected by the player AI driver - the AI will be given control even if no commands are present Multiplayer Driver - the driver will be assigned to a multiplayer user <remove> - this driver will be removed from the rule >> - click to enter driver commands from those specified in the Driver Command Rule --> Scroll down to the bottom of the list of entered drivers for more options <Add another driver> - click to add another driver [Check box] Remove all existing Drivers first [Check box] Generate new Drivers for empty Trains
Enable/Disable Driver Commands Rule: Enable/Disable specific driver commands on certain drivers. Multiple copies of the rule can be used to give different drivers or consists different command lists
Properties <Enable/Disable> the following driver commands ... - click to select Enable or Disable For each driver command:- [Check box] command name - check to enable or disable [Check box] command name - check to enable or disable [Check box] command name - check to enable or disable etc Select one of two option buttons:- ( ) click to accept all trains ( ) click to accept trains matching specific criteria Selecting the second option will produce the following selection controls:- Specific vehicle - identify the specific vehicle or set of specific vehicles that will trigger the rule + - click to add a specific vehicle from the session list x - click to remove the specific vehicle from the rule Vehicle types - identify the type of vehicle or a set of vehicle types that will trigger the rule + - click to add a type of vehicle from the session list x - click to remove the type of vehicle from the rule Drivers - identify the drivers that will trigger the rule + - click to add a driver from the session list x - click to remove a driver from the rule
MaxPermittedSpeed Rule: Controls AI behavior. When active AI Trains only go as fast as permitted
Note: This rule cannot be configured from the Session Rules list. It must be configured in the config.txt file of each locomotive. Instructions with an example are shown the the rule Properties
QuickDrive Rule: Change the Session settings and add consists in Driver
Properties Open QuickDrive window when session is started [Check box] - check to set Set time to <hours:minutes> with a rate of <speed x> - set start time and rate at which time advances Enable gameplay Session Mode [Check Box] - check to set. Gameplay mode restricts the players options Enable in game help by default [Check Box] - check to allow help options to be displayed Set the default Control method to: - select one of two option buttons:- ( ) Easy Mode ( ) Realistic Mode [Check box] Prevent player from changing this setting - check to set Realistic mode requires achievement: <text> in asset <asset name> - enter achievement name and select an asset from Aurans Achievements Set the default derailment realism to: - select one of three option buttons:- ( ) None ( ) Arcade ( ) Realistic [Check box] Prevent player from changing this setting - check to set Set the default units to: - select one of three option buttons:- ( ) Imperial ( ) Metric ( ) Default
Wait for Driver On/Off Train Rule: Waits for a Driver to get off of a train, then executes any following child rules
Properties [Check box] Trigger Rule Once - click to set Wait for a driver character to get <On/Off> a train that matches the following criteria - select On or Off Select one of two option buttons:- ( ) click to accept all trains ( ) click to accept trains matching specific criteria Selecting the second option will produce the following selection controls:- Specific vehicle - identify the specific vehicle or set of specific vehicles that will trigger the rule + - click to add a specific vehicle from the session list x - click to remove the specific vehicle from the rule Vehicle types - identify the type of vehicle or a set of vehicle types that will trigger the rule + - click to add a type of vehicle from the session list x - click to remove the type of vehicle from the rule Drivers - identify the drivers that will trigger the rule + - click to add a driver from the session list x - click to remove a driver from the rule
Wait for Driver/Train to be Locally Owned Rule: Waits for a specific driver or train car to be locally owned, then executes any following child rules. If the driver/train car becomes unowned again the child rules are paused
Properties Assets Ownership: - select one of two option buttons:- ( ) Wait for ownership of a specific Driver ( ) Wait for ownership of Driver Driver or Vehicle <select> - choose from session list
Arrangement of Session Rules:
Ordered List Rule: Child rules will be executed in order once this rule starts
Properties Select one of two option buttons:- ( ) This process will repeat <value> time(s) - enter the number of times this rule is to be repeated ( ) This process will repeat forever
Progressive List Rule: The first child rule will be executed on the first run of this rule, the second child executed on the second run, etc.
Properties After last child has been executed ... <successive runs will do nothing/the first child is chosen again> - click to select one
Random List Rule: One of the child rules indented under this rule will be randomly selected and executed. The rule will not repeat to randomly select another child rule
Properties None
Reset List Rule: Resets and starts all child rules in an ongoing infinite cycle
Properties None
Simultaneous List Rule: Child rules are executed simultaneously once this rule starts
Properties Rule completes when ... <one of the child rules has completed/all child rules have reached a completed state/all child rules have reached a "was completed" state> - click to select one
Camera Rules:
Cinematic Camera Rule: Provides several different cinematic style cameras
Properties [Check box] Lock camera controls for the duration - if checked user cannot alter camera view [Check box] Prevent train control for duration - if checked user cannot control train Camera target: <click to select> - click to select the object from the session list that will be the camera target Camera mode: - select one of three option buttons:- ( ) Stationary ( ) Circle targeted object ( ) Move from one point to another (zoom, pan, etc) Initial camera values: [Check box] Pitch: <value> - check to select then click value to enter a pitch value [Check box] Yaw: <value> - check to select then click value to enter a yaw value [Check box] Zoom: <value> - check to select then click value to enter a zoom value Total time to animate: <value> - enter an animation time in seconds
Set Camera Rule: Sets the target object and properties of the camera. Preforming the selected properties
Properties [Check box] Set the target object of the camera to: - if checked, select one of three option buttons:- ( ) Vehicle <click to select> - select a vehicle from the Session list ( ) Junction <click to select> - select a junction from the Session list ( ) Map Object <click to select> - select a named map object from the Session list [Check box] Change the camera view mode to <click to select> - if checked, select one camera view mode from Cab View External View Tracking View Free Roaming [Check box] Set the camera flags to enable/disable user access to - if checked, select as many of the following check boxes as needed [Check box] Internal view mode - check to enable, uncheck to disable [Check box] External view mode - check to enable, uncheck to disable [Check box] Tracking view mode - check to enable, uncheck to disable [Check box] Roaming view mode - check to enable, uncheck to disable [Check box] View switching - check to enable, uncheck to disable [Check box] Vehicle view switching - check to enable, uncheck to disable [Check box] Train view switching - check to enable, uncheck to disable [Check box] Camera adjustments (pan, zoom, etc) - check to enable, uncheck to disable
Wait for Camera View Mode Rule: Waits for the camera to be changed to the designated view, then executes any following child rules
Properties [Check Box] Trigger rule once - check to set Wait for the camera to change to the <click to select> - select one camera view mode from Cab View External View Tracking View Free Roaming [Check Box] Wait for the camera to target vehicle <click to select> - if checked, select a vehicle from the Session list
Message Rules:
Close Message Popup Rule: Closes open message popups
Properties: None Known Issues: This rule only appears to work if it is a child of the rule that triggered the Message Popup Rule Related Rule: Message Popup Rule - displays a pop-up browser window and waits for it to be closed.
Custom Script Rule:
Properties None.
Display Custom HUD Rule: Show or hide the Custom Heads Up Display.
Properties Show or Hide the Custom Heads up Display - select one of two option buttons:- ( ) Show the Custom Heads up Display ( ) Hide the Custom Heads up Display
Display HTML Pages Rule: Creates a browser to display the listed HTML files in order as a navigable sequence of pages. This rule has been superseded by the Message Popup Rule
Properties <Add Page> - adds the HTML page index.html from the selected HTML asset <index.html> - click to change the page name. The extension .html is optional <Add All> - adds all HTML pages from the session list (this appears to be disabled in TANE) <Delete All> - delete all HTML pages from this property list [Check box] Prevent user from exiting browser until all pages viewed [Check box] Disable closing of browser window by user [Check box] Disable browser window scrolling [Check box] Make browser window invisible [Check box] Set position-Under Construction!!! - not implemented [Check box] Set size-Under Construction!!! - not implemented Use the page <index.html> from asset <select> as the hidden button - the link buttons at the bottom of the page will be taken from the selected page in the selected HTML asset Related Rules: Set HTML Page Rule - sets parameters for the Display HTML Pages Rule
Display Video Rule: Displays a page from a HTML assets in a browser window.
Properties
End Session Rule: End Session without saving.
Properties
Fade in/out Rule: Fade in or out within seconds, color and opacity considered.
Properties
Flash HUD Icon Rule: Flashes a HUD panel icon for a set duration of time or instructs a HUD panel icon to start/stop.
Properties
Generic Tree Node Debug Window Rule: No description.
Properties
InputTable Rule: Creating a list of message names to be used for various purposes.
Properties
Message Popup Rule: Displays a pop-up browser window and waits for it to be closed. Closure can be manual (by the user) or by another rule.
Properties [Check Box] Pause game while message is displayed - stops the game until this message is switched off [Check Box] Close previous popup windows - closes any Message Popups currently displayed Message location <Top Left/Top Right/Bottom Left/Bottom Right> - select one to position the browser window on the screen Message Source: - select one of three option buttons:- ( ) Custom text - the simplest and easiest option Icon <Click here to set> - shows a list of message icons. Select one to be displayed with the message Icon <Clear icon> - clears any currently displayed message icon Custom text box Enter text to be displayed. You will be limited to about 6 lines of text. For longer messages or to include graphics, use the A predefined HTML page option. ( ) A predefined HTML page - requires a working knowledge of HTML <HTML Asset> - select the name of the HTML asset that contains the required HTML page from the list shown. <HTML Page> - enter the filename of the HTML page to be displayed. The page must be in the HTML asset identified above. Filename is not case sensitive. Extension ".html" is optional. <HTML Wave> - (optional) select the name of the HTML file containing the wave file to be played. The page must be in the HTML asset identified above. Filename is not case sensitive. Extension ".html" is optional. <Wave Name> - (optional) enter the name of a wave (.wav) sound file to be played. The sound file must be in the HTML asset identified above. Filename is not case sensitive. Extension ".wav" is optional [Check Box] Autoplay Wave: - plays the .wav sound file as soon as message is displayed. If unchecked sound will not be played. ( ) A predefined string-table entry from a HTML asset <HTML Asset> - select the name of the HTML asset from those installed that contains the required string-table. <String Table Token> - <function unknown at present> <HTML Wave> - (optional) select the name of the HTML file containing the wave file to be played. The page must be in the HTML asset identified above. Filename is not case sensitive. Extension ".html" is optional. <Wave Name> - (optional) enter the name of a wave (.wav) sound file to be played. The sound file must be in the HTML asset identified above. Filename is not case sensitive. Extension ".wav" is optional [Check Box] Autoplay Wave: - plays the .wav sound file as soon as message is displayed. If unchecked sound will not be played. Related Rule: Close Message Popup Rule - closes a displayed pop-up browser window.
Minimap Options Rule: Sets the display options for the minimap.
Properties Default: all checked [Check Box] Map Textures [Check Box] Gradients [Check Box] Junctions [Check Box] Signals [Check Box] Triggers [Check Box] Markers [Check Box] Trackside Labels [Check Box] Terrain Objects [Check Box] Industrial Names [Check Box] Named Objects [Check Box] Consists
Play Sound Rule: Plays a wav sound file.
Properties Default HTML <Click> - click to to enter Sound File Name HTML Assets <Click> - click to select HTML asset Rule Completes <Click> - to select one of:- sound has just started sound has finished playing
Session Debug Rule: Executes the first child if debug mode is selected. Otherwise the second child. Once this child is complete, this rule will be complete.
Properties None
Session Metadata Rule: Sets session metadata in the config file. Info can be read by other systems and displayed to the player.
Properties Type <Click> - click to select one of:- Simulation Challenge Length <value> - to enter number of minutes, default is 30 minutes Difficulty <Click> - click to select one of:- Normal - default Tutorial Easy Hard Expert Note: Time is Trainz clock time, not real time
Set Helper Icon Size Rule: Sets the size of helper icons such as the junction lever arrows.
Properties Junction Arrows Size <Click> - to set scale ratio smaller than default, default is 100%
Set HTML Page Rule: Instructs the Display HTML Pages rule to perform specific operations. This rule has been superseded by the Message Popup Rule
Properties Operations to preform on the display HTML pages sequence browser Select one of six option buttons:- ( ) to instruct the sequence browser to <select> - to choose page operations ( ) to instruct the sequence browser to open the page <select> - enter the HTML page name ( ) to set browser parameters <select> - choose one of:- to Enable/Disable closing of the browser window by the user to Enable/Disable scrolling on the sequence browser window to Show/Hide the sequence browser window ( ) Set the following flag for the page named <select> - enter the HTML page name [Check Box] Hide/Close window on 'done' action [Check Box] Window has no 'done' button [Check Box] Disable scrolling(not implemented yet) [Check Box] Spare setting 1 [Check Box] Spare setting 2 [Check Box] Spare setting 3 [Check Box] Spare setting 4 [Check box] Spare setting 5 ( ) Use the page <select> (enter HTML page name) from the HTML asset <select> (select HTML asset) ( ) Use the string table entry <select> (enter Index) from the HTML asset <select> (select HTML asset) Related Rules: Display HTML Pages Rule - displays HTML pages in a browser window.
Show/Hide HUD Panel Rule: Shows or hides a HUD panel.
Properties
Show/Hide Layer Rule: Shows or hides a layer from Driver.
Properties: <visibility> - select one of two options Show - select to make the layer visible Hide - select to make the layer invisible <click here to set> - enter name of layer. Name is case sensitive. Known Bugs: TANE (all versions) - layers set to Hide when a game is saved will be Shown when the game is reloaded
Show/Hide Minimap Rule: Shows the Driver the minimap window.
Properties Minimap Window-click to choose Show,Hide
Show/Hide On-screen Help Rule: Shows or hides On-screen help in Driver.
Properties Junction Overlays: - fill-in to choose: Show, Hide, Leave unchanged. by default one is chosen On Screen Vehicle Name: - Fill-in to choose: Show, Hide, Leave unchanged. By default one is chosen
Timed limited display HTML Rule: Displays an HTML browser window for a limited time.
Properties HTML Asset Name-
Wait for Click on HUD Icon Rule: Waits for a click on the HUD Icon, then executes any following child rules
Properties [Check Box] Trigger Once HUD Panel <Click> - click choose from list:- Bottom Right Menu Camera Controls DCC Controls Icon <Click> - click to choose from list. Selections depends on HUD Panel chosen
Wait on Waybill Screen/Main Screen Rule: Waits for the Waybill window to be opened, then executes any following child rules
Properties
Startup Rules:
Multiplayer Rule: Enables this session to be taken online in a Multiplayer environment.
Properties
Startup Options Rule Specifies the starting options for the session. The weather settings will set the initial conditions, including the variability. To manually change the weather during play, use the Weather Rule.
Properties Current control method is <select> - select one from:- Easy Mode - standard keyboard control Ask User - let the user decide Realistic Mode - on screen levers, throttles, buttons, etc Set weather to <select mode> with <select frequency> changeability - select Weather mode: - select one of:- Clear Cloudy Drizzle Rain Stormy Light Snow Medium Snow Heavy Snow Changeability: - select one of:- Off - the weather will not change from the mode selected above Periodic - slow gradual changes to the weather Extreme - rapid and extreme changes to the weather Set time to <hours>:<minutes> with a rate of <select speed> - set the starting time and the speed at which the Trainz clock will run Set derailment realism to <select reality level> - select one of:- None - no train derailments will occur Arcade - train derailments will be exaggerated (beyond normal) Realistic - train derailments will occur as realistically as possible [Check box] Show in game help - check to switch on help options Use <select measurement system> units in Driver - select one of:- Metric - kilometres, metres. This will override the default settings in a session Imperial - miles, feet. This will override the default settings in a session Default - uses the measurement system specified in the session Note: Times are Trainz clock time, not real time
Time Rules:
Clock Rule: Rule needed for animated clocks, you need to apply this rule to your session to make use of the animated clocks. See the forum for code to include in your clock object to work with this rule.
Properties
Timecheck Rule: Executes child rules at a set time.
Properties <hh:mm:ss> - enter execution time as hours (0-23), minutes (0-59) and seconds (0-59). [Check box] Execution time is on the day after the start time - when checked delays execution until the following day. Note: Times and days are Trainz clock times not real time.
Timing Check Rule: Triggers sub rules if called within the time window specified.
Properties
Wait Rule: Wait for number of seconds before executing any following child rules
Properties <click to set> - enter the number of seconds for the wait delay Note: Seconds is in Trainz clock time, not real time
Variable Rules:
Variable Check Rule: If the specified variable matches the specified conditions then the child rules will be executed in order.
Properties <variable-name> - enter a variable-name. Variable name is case sensitive. <is less than/is less than or equal to/is equal to/is greater than or equal to/is greater than/is not equal to/is between x and y> - select one <This condition will be evaluated only once .../This condition will be evaluated once every second> - click to select one Test condition option: is between x and y - Enter minimum (x) and maximum (y) test values Test condition option: (all other options) - Enter test value Evaluation option: This condition will be evaluated only once ... - any changes to the variable that occur after it has been checked will not change the result of this rule Evaluation option: This condition will be evaluated evaluated once every second - the rule will be rerun and the variable rechecked every second Related Rules: Variable Modify Rule - changes the value of a specified variable. Variable Modify Continuous Rule - continuously changes the value of a specified variable. Variable Show Rule - adds or removes a specified variable and a descriptive label to the custom HUD.
Variable Modify Rule: Change the value of a specified variable. This rule can also used to create a new variable and set its initial value by using the "Change variable" option.
Properties Change <Add to variable/Subtract from variable/Change variable> - select one [Check box] (optional) Set the minimum value of <variable-name> to <value> - enter variable-name (this will already be set by the change option) and a value. Variable-name is case sensitive. [Check box] (optional) Set the maximum value of <variable-name> to <value> - enter variable-name (this will already be set by the change option) and a value. Variable-name is case sensitive. Change option: Add to variable Add <value> to variable <variable-name> - enter value to add to variable, enter variable-name. Variable-name is case sensitive. <Do not undo the alteration if the rule is stopped/Undo the alteration if the rule is stopped> - click to select one. Change option: Subtract from variable Subtract <value> from variable <variable-name> - enter value to subtract from variable, enter variable-name. Variable-name is case sensitive. <Do not undo the alteration if the rule is stopped/Undo the alteration if the rule is stopped> - click to select one. Change option: Change variable Change variable <variable-name> to <value> - enter variable-name, enter new value. Variable-name is case sensitive. This change cannot be undone if the rule is stopped. Related Rules: Variable Check Rule - tests the value of a specified variable and executes child rules according to the result. Variable Modify Continuous Rule - continuously changes the value of a specified variable. Variable Show Rule - adds or removes a specified variable and a descriptive label to the custom HUD.
Variable Modify Continuous Rule: Adds, subtracts or sets a value to a specified variable every second.
Properties <Add/Subtract/Change variable to> - select one. <value> - enter value to add, subtract or apply to <variable-name> <variable-name> - enter variable-name. Variable-name is case sensitive. Related Rules: Variable Check Rule - tests the value of a specified variable and executes child rules according to the result. Variable Modify Rule - changes the value of a specified variable. Variable Show Rule - adds or removes a specified variable and a descriptive label to the custom HUD.
Variable Show Rule: Adds or removes a specified variable and a descriptive label to the custom HUD. This rule does not make the custom HUD appear on the screen.
Properties [Check box] Add <variable-name> - enter variable-name to add to HUD. Variable-name is case sensitive. <label> - (optional) enter a short label to be displayed on the HUD in front of the variable value. [Check box] Remove <variable-name> - enter variable-name to remove from HUD. Variable-name is case sensitive. Related Rules: Variable Check Rule - tests the value of a specified variable and executes child rules according to the result. Variable Modify Rule - changes the value of a specified variable. Variable Modify Continuous Rule - continuously changes the value of a specified variable.
Variables are saved in the session file and persist from one saved game to another. They can be accessed/modified by the following driver commands:
Driver Commands by trev999:
Set S-Variable driver command: Skip if session-variable driver command: Wait until S-variable driver command:
Driver Commands by atilabarut
ChangeSVariables driver command: WaitUntilSVariable driver command:
Weather Rules:
EIRS Weather Rule NE USA Rule: Customize random weather rule relative to the North East Region of the United States.
Properties Season <select> - select one of:- Summer/Fall/Winter/Spring Random Changeability (minutes) <value> - select one of:- 2/5/10/15/20/30/45/60 minutes Environment Settings <select> - select one of:- Disable/Enable Note: Times are Trainz times, not real times
Weather Rule: Set the weather conditions.
Properties Set weather to <select mode> with <select frequency> changeability - select Weather mode: - select one of:- Clear Cloudy Drizzle Rain Stormy Light Snow Medium Snow Heavy Snow Changeability: - select one of:- Off - the weather will not change from the mode selected above Periodic - slow gradual changes to the weather Extreme - rapid and extreme changes to the weather