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duda123

Advanced Train Simulator (ATS)

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1 hour ago, duda123 said:

Testing some new trains with Auss :)

 

Glad those new trains worked for you :)

 

What map is the Auss map?

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This is realy one of those mods, where at first sight I say "naahhh c'mon please!"

 

But this is brilliant.

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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.

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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:

 

 

 

 

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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?

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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? :) 

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11 hours ago, duda123 said:

Testing some new trains with Auss :)

 

 

That answers my question. Can't wait!

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38 minutes ago, beno_83au said:

 

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.

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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.

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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.

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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.

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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 ;)

 

hXZnbij.jpg

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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.

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10 minutes ago, Tankbuster said:

Can the trains move on their own?

 

Yes - turn on cruise control and hop out

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Can a train of an engine and some wagons be made in script and started moving without any player intervention? ie, entirely in script?

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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;
 };
};

 

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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.

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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

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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.

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