Sketch Posted January 2, 2017 Posted January 2, 2017 If I spawn in a locomotive and it's carriages, and then I shoot down the locomotive; the carriages remain. How do I get them to delete onkill with the locomotive? Or, if I can't do that; how do I get separate locomotives and carriages to move along the track?
[DBS]Tx_Tip Posted January 2, 2017 Posted January 2, 2017 Carriages of destroyed locomotive are on a set timer then automatically removed. Don't recall the time limit. Much like the 7m 30sec time limit it takes destroyed tanks to be automatically removed. However you can remove the destroyed tanks by using the "Delete" MCU with a timer. Your choice of timing. I seem to recall trying that with the carriages but it doesn't work that way for them. Carriages remain until the set time expires. Perhaps that has changed now. You could also try with different MCUs behavior/damage etc. and see if you can force it. Not sure what you mean with regards to your second question. You can have as many locomotives as you want running. Carriages need to be attached to a Locomotive though to move.
Sketch Posted January 2, 2017 Author Posted January 2, 2017 Tx_Tip' timestamp='1483372837' post='427875'] Carriages need to be attached to a Locomotive though to move. ^^ This is what I thought. I can't get the carriages to disappear if they're attached to the Loco, and I can't get them to move if they're their own objects.
WWGeezer Posted January 3, 2017 Posted January 3, 2017 I will be dealing with a similar problem. I have a mission with multiple trains and train stations. If I can't clear the track, can't run the next train ( unless I want to do the Adams Family Special) In my case what I might do is run the trains from station to station so they never cross paths...than at least if someone partially destroys the train I won't have a collision.
Habu Posted January 5, 2017 Posted January 5, 2017 Tip, if you can have the time which remove the carriage, it would be very helpfull. If i have time, i will run some test.
Gambit21 Posted January 5, 2017 Posted January 5, 2017 In truth though - a destroyed car would indeed block the next train. So then what about using a complex trigger 'on destroyed' output to the other trains and have them stop? I haven't studied the proximity detector yet, but coukd it be piped in to make the next train stop closer to the destroyed one? On destroyed - timer - activate - proximity - deactivate - timer - object (train) Possible? Maybe not the result you'd want anyway, even if more realistic. You could make the disabled trains block the track for a period of time - stopping the other trains. Then clear and resume the stopped trains. Then again like I said I haven't looked into the proximity MCU yet and this might all be impossible.
Habu Posted January 5, 2017 Posted January 5, 2017 Gambit, that's why the data from Tips is important. With the time, we can set a timer to avoid that a new train will bump into carriage wich are still present even if the locomotive is destroyed and delete. It's the problem i have in my training mission with train. Does someone try a force complet for the delete, to see if it could delete locomotive and carriage which are separated?
[DBS]Tx_Tip Posted January 6, 2017 Posted January 6, 2017 Tip, if you can have the time which remove the carriage, it would be very helpfull. If i have time, i will run some test. Was running mission tests and timed a destroyed Locomotive which took 7m 30s to be automatically removed. The attached undamaged Carriages are automatically removed 2m later. Tip 1
Habu Posted January 6, 2017 Posted January 6, 2017 Ok Tip, thx a lot. I'm going to modify my trining mission as soon as possible.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now