hcpookie 3770 Posted March 26, 2017 1 hour ago, duda123 said: Testing some new trains with Auss :) Glad those new trains worked for you :) What map is the Auss map? Share this post Link to post Share on other sites
Crielaard 435 Posted March 26, 2017 This is realy one of those mods, where at first sight I say "naahhh c'mon please!" But this is brilliant. Share this post Link to post Share on other sites
beno_83au 1369 Posted March 26, 2017 Is there a list of known bugs? I'm uploading a video to show this, but after the paths have initialised I've had an engine get thrown back off the track. Share this post Link to post Share on other sites
duda123 1341 Posted March 26, 2017 20 minutes ago, hcpookie said: Glad those new trains worked for you :) What map is the Auss map? Yeah, all of those models were perfect - don't required any changes. Thanks :) This map: 1 Share this post Link to post Share on other sites
duda123 1341 Posted March 26, 2017 1 minute ago, beno_83au said: Is there a list of known bugs? I'm uploading a video to show this, but after the paths have initialised I've had an engine get thrown back off the track. With custom tracks or the default tracks? Share this post Link to post Share on other sites
beno_83au 1369 Posted March 26, 2017 5 minutes ago, duda123 said: With custom tracks or the default tracks? Default. https://youtu.be/F5FjiRKU76k Share this post Link to post Share on other sites
six_ten 208 Posted March 27, 2017 What a great mod! Are there any special requirements for the train models, locomotives or cars, for them to work with this? How long 'til we see the first rollercoaster for ARMA? :) 1 Share this post Link to post Share on other sites
Polyus 139 Posted March 27, 2017 11 hours ago, duda123 said: Testing some new trains with Auss :) That answers my question. Can't wait! Share this post Link to post Share on other sites
duda123 1341 Posted March 27, 2017 38 minutes ago, beno_83au said: Default. https://youtu.be/F5FjiRKU76k I've seen that happen before when placing custom tracks - I think it's caused by a change I made to the termination piece. Will take a look to see if I can figure out what's going on. 1 Share this post Link to post Share on other sites
duda123 1341 Posted March 27, 2017 1 hour ago, six_ten said: What a great mod! Are there any special requirements for the train models, locomotives or cars, for them to work with this? How long 'til we see the first rollercoaster for ARMA? :) No special requirements for locos or cars - if you have any that could be used, let me know. Trying to put together a separate client-side mod with additional tracks and cars. 1 Share this post Link to post Share on other sites
Guest Posted March 27, 2017 Release frontpaged on the Armaholic homepage. Advanced Train Simulator (ATS) v1.0 Share this post Link to post Share on other sites
slowrider8 41 Posted March 27, 2017 Can I add this as a client side mod to a repo without any issues? Or must it be server side only or cause issues? Also, could I request some sort of mode or scripting command which would switch this mod to only use editor placed trains and cars? I would love to use this in certain missions but I don't want people using trains they shouldn't be using or using them in missions where I would rather not have trains going around. Also, this is most likely outside of what you can easily do with mods, but I would love to one day be able to walk on the trains without being pushed backwards. Standing on them works great though, good work with whatever you did there. Share this post Link to post Share on other sites
duda123 1341 Posted March 27, 2017 3 hours ago, foxhound said: Release frontpaged on the Armaholic homepage. Advanced Train Simulator (ATS) v1.0 Thanks foxhound. However, doesn't look like it's showing up on the homepage? Share this post Link to post Share on other sites
duda123 1341 Posted March 27, 2017 1 minute ago, slowrider8 said: Can I add this as a client side mod to a repo without any issues? Or must it be server side only or cause issues? Also, could I request some sort of mode or scripting command which would switch this mod to only use editor placed trains and cars? I would love to use this in certain missions but I don't want people using trains they shouldn't be using or using them in missions where I would rather not have trains going around. Also, this is most likely outside of what you can easily do with mods, but I would love to one day be able to walk on the trains without being pushed backwards. Standing on them works great though, good work with whatever you did there. Clients having the mod installed won't cause any issues. Yes, sounds like a good feature to be able to disable the trains included by default on the map. Haven't been able to figure out a solution for walking - only standing still. Share this post Link to post Share on other sites
smootch 26 Posted March 27, 2017 Great MOD finally some train action in ArmA 3. The only thing that I want to see more is. Sounds, AI can control the trains, on the flatbeds you can transport cargo. maybe in the future ;) 3 Share this post Link to post Share on other sites
thomashirt 0 Posted March 27, 2017 Have an exile mod server with infistar come in the train purely but he does not drive Share this post Link to post Share on other sites
duda123 1341 Posted March 27, 2017 22 minutes ago, thomashirt said: Have an exile mod server with infistar come in the train purely but he does not drive Can you check your client and server logs for errors? Infistar might be blocking something. Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 27, 2017 Can the trains move on their own? Share this post Link to post Share on other sites
duda123 1341 Posted March 27, 2017 10 minutes ago, Tankbuster said: Can the trains move on their own? Yes - turn on cruise control and hop out 2 Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 27, 2017 Can a train of an engine and some wagons be made in script and started moving without any player intervention? ie, entirely in script? 1 Share this post Link to post Share on other sites
thomashirt 0 Posted March 27, 2017 Spoiler 21:19:19 Error position: <select 1; if(_trainInReverse) then { _tr> 21:19:19 Error Zero divisor 21:19:19 File \ATS_AdvancedTrainSimulator\functions\fn_advancedTrainSimulatorInit.sqf [SA_fnc_advancedTrainSimulatorInit], line 2187 21:19:19 Error in expression <nDirection = (_trainAlignment select 0) select 1; if(_trainInReverse) then { Spoiler class CfgRemoteExec { class Functions { mode = 1; jip = 0; class fnc_AdminReq { allowedTargets=2; }; class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; class ATRAIN_fnc_unregisterTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_registerTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_updateTrackMap { allowedTargets=2; }; class ATRAIN_fnc_hideTrainObjectGlobal { allowedTargets=2; }; class ATRAIN_fnc_hidePlayerObjectGlobal { allowedTargets=2; }; }; class Commands { mode=0; jip=0; }; }; Share this post Link to post Share on other sites
duda123 1341 Posted March 27, 2017 15 minutes ago, Tankbuster said: Can a train of an engine and some wagons be made in script and started moving without any player intervention? ie, entirely in script? Should be possible. I'll try to create a function to do this. 2 Share this post Link to post Share on other sites
duda123 1341 Posted March 27, 2017 10 minutes ago, thomashirt said: Reveal hidden contents 21:19:19 Error position: <select 1; if(_trainInReverse) then { _tr> 21:19:19 Error Zero divisor 21:19:19 File \ATS_AdvancedTrainSimulator\functions\fn_advancedTrainSimulatorInit.sqf [SA_fnc_advancedTrainSimulatorInit], line 2187 21:19:19 Error in expression <nDirection = (_trainAlignment select 0) select 1; if(_trainInReverse) then { Reveal hidden contents class CfgRemoteExec { class Functions { mode = 1; jip = 0; class fnc_AdminReq { allowedTargets=2; }; class ExileServer_system_network_dispatchIncomingMessage { allowedTargets=2; }; class ATRAIN_fnc_unregisterTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_registerTrainAndDriver { allowedTargets=2; }; class ATRAIN_fnc_updateTrackMap { allowedTargets=2; }; class ATRAIN_fnc_hideTrainObjectGlobal { allowedTargets=2; }; class ATRAIN_fnc_hidePlayerObjectGlobal { allowedTargets=2; }; }; class Commands { mode=0; jip=0; }; }; Thanks, very useful. Will take a look in a bit Share this post Link to post Share on other sites
Tankbuster 1746 Posted March 27, 2017 2 minutes ago, duda123 said: Should be possible. I'll try to create a function to do this. Yes, please. Because this would be the basis of having them as either background/immersion objects or even as military objectives. Share this post Link to post Share on other sites
markocro 66 Posted March 27, 2017 congrats duda! :) Share this post Link to post Share on other sites