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Train moving outside the map
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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 06, 2012 7:22 pm    Post subject:  Train moving outside the map Reply with quote  Mark this post and the followings unread

I was doing some tests with trains and wanted a train to leave a map to then come back in at another point.
However the train always refuses to move as soon as a small part of the track is outside the playable area.
I've tried
a) end waypoint on the track inside the playable area with long and short parts outside the playable area
b) one waypoint on the track outside the playable area and a second one back inside the playable area (here the train moved to the outer waypoint but then vanished when it left the map)

Is there a certain key necessary to set, to get the train move outside the playable area?

Is there a restriction for the max distance a train can move outside the playable area?

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Mig Eater
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Joined: 13 Nov 2003
Location: Eindhoven

PostPosted: Tue Mar 06, 2012 7:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

The train in the Cityscape map moves outside of the playable area twice, maybe check that for a comparison.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 06, 2012 7:56 pm    Post subject: Reply with quote  Mark this post and the followings unread

I did. I even accomplished that already for the DTA map Tiber. But i can't find any differences.
I thought i might have missed something.

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SuperJoe
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Joined: 03 Sep 2009

PostPosted: Tue Mar 06, 2012 8:40 pm    Post subject: Reply with quote  Mark this post and the followings unread

Did you try with at least 2 waypoints, both inside the playing area? Maybe the waypoint distance from the offscreen area might make a difference. Also noticed that vehicles disappear before reaching the actual border when moving outside of the map at the north or east corners of the map.

The 2nd train in cityscape bugs when leaving the map, and this happens at the east corner. Can't remember if the problem was simply in the script or somewhere else.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Tue Mar 06, 2012 9:03 pm    Post subject: Reply with quote  Mark this post and the followings unread

I found out the problem.
If the two parts of the track inside the playable area have no path on ground to each other, then the train can't use the way outside the playable area to reach the other side.

See the attached picture.
The left example shows a working scenario where a train can move from A to B
The right example shows a scenario where the train wont move, because there is not one path on ground from A to B.

Thus, ignoring the tracks, the train has to have a path on ground from waypoint A to B in the playable area of the map in the first place.



traintest.PNG
 Description:
Left: path on ground
Right: Water blocks any path from A to B
 Filesize:  5.95 KB
 Viewed:  4940 Time(s)

traintest.PNG



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Ickus
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Joined: 25 Nov 2002
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PostPosted: Tue Mar 06, 2012 9:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

makes sense, poor little train stuck on the track due to Scumbag water.

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Wed Mar 07, 2012 7:23 am    Post subject: Reply with quote  Mark this post and the followings unread

You might remember how I had this problem in Epsilon City. I don't even remember all the causes, but it was hella annoying to get it work correctly.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 08, 2012 8:54 am    Post subject: Reply with quote  Mark this post and the followings unread

Found a way to easily solve this.
Give the Train MovementZone=Fly. Wink
This way the Pathfinder will now find a way from waypoint A to B and cause the train to move even if there is no ground path from A to B in the playable area.

Though i'm not sure if this doesn't causes sideffects.
e.g. what happens if the track has a missing section.

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Orac
President


Joined: 11 Jul 2008
Location: New Zealand

PostPosted: Thu Mar 08, 2012 9:13 am    Post subject: Reply with quote  Mark this post and the followings unread

There may be a chance for lols in a broken bridge situation too #Tongue

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 08, 2012 9:17 am    Post subject: Reply with quote  Mark this post and the followings unread

right, haven't thought about that.
Though the train still has a ground locomotor and MovementRestrictedTo=Railroad, thus it wouldn't try to jump over the destroyed bridge and also can't fly over it. (though it would be cool Very Happy )

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Crimsonum
Seth


Joined: 14 Jul 2005
Location: Fineland

PostPosted: Thu Mar 08, 2012 10:41 am    Post subject: Reply with quote  Mark this post and the followings unread


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Last edited by Crimsonum on Thu Mar 08, 2012 11:28 am; edited 1 time in total

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Thu Mar 08, 2012 11:08 am    Post subject: Reply with quote  Mark this post and the followings unread

I'm wondering, if the FollowID link also works for flying vehicletypes? No clue for what this could be used, but it would surely look funny having a flying train with wagons.

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Team Black
Defense Minister


Joined: 25 Sep 2006
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PostPosted: Thu Mar 08, 2012 5:36 pm    Post subject: Reply with quote  Mark this post and the followings unread

Tactical Training would be a good map to look at. I pulled all sorts of nonsense out of my sleeve to get all those trains to work, believe you me! Surprised

I think I had it so that all of the waypoints were inside the map boundary, but I can't recall right now

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Nikademis Von Hisson
General


Joined: 05 Sep 2007
Location: Wilkes Barre PA

PostPosted: Mon Mar 12, 2012 11:59 pm    Post subject: Reply with quote  Mark this post and the followings unread

Mig Eater wrote:
The train in the Cityscape map moves outside of the playable area twice, maybe check that for a comparison.


can some one post this map up? or least tell me which mix file it is in


i had a similar issue in yuri's and from the pics looks like the water image. though my tracks left the map straight and the bends were outside visible area I placed reg tiles down with tracks on top.

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Lin Kuei Ominae
Seth


Joined: 16 Aug 2006
Location: Germany

PostPosted: Fri Mar 16, 2012 3:31 pm    Post subject: Reply with quote  Mark this post and the followings unread

curves outside the playable area are no problem.
The only problems (i know) are
1. The track needs a distance of 2 to 3 cells from the outer map border (the red border and not the visible area border)
2. The train needs MovementZone=Fly if the 2 parts of the track have no ground path to each other. (the problem described in this post)
3. A waypoint outside the playable area causes the train to leave the map and vanish (it's like a reinforcement just vice versa)
4. If the tracks aren't passable (regardless if inside the playable area of the map or outside), then the train won't even start to move to the next waypoint. Impassable tracks are the track overlay placed on cliffs or other impassable terrain.

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