I played with these junctions when TRS2006 first came out but stopped because there simply didn't seem to be enough script hooks to be able to do everything I wanted to do.
There was a fairly fundamental script issue in that old style junctions can never be unnamed so that junction scripts didn't really need to check that a junction was named. In consequence any script which failed to check would crash if there were any new style junction objects on the current map. Scripts falling foul of this included some of Auran's own code, especially that in navigate.gs. This might have been fixed with SP1.
This was all a long time ago but as I recall I was able to get the following to work:
Junctions on a grade - you need to build the junction along the Y axis to get this to work.
Operation in Surveyor - script the blade animation so that it can be operated via object properties and include a World.ModuleInit() call to have the junction switch to match its own animation when you enter Driver.
Levers - you don't actually need them, just clicking on any visible part of the junction will make it work, whether or not there is a lever mesh present.
Multiple junction objects (3 ways and slips) You can build these and the AI will be able to handle them. The issue is that ONLY the first junction on a multi-junction asset can be operated by clicking on the object. To get around this there are two potential methods:
1. Scripting to enable the object to cycle through its various settings. This may or may not be possible given the limited hooks available.
2. Building the object from a 'kit of parts' In the case of a three way switch you need two separate objects clipped together. For a slip you need five. I did get these to work but its messy.
There were one or two very detailed threads in the TPS forum during development (lost in the forum crash of course) and, whilst Auran were perfectly willing to provide information and discuss possibilities, they were either unable or unwilling to come up with the additional facilities needed.
There was a fairly fundamental script issue in that old style junctions can never be unnamed so that junction scripts didn't really need to check that a junction was named. In consequence any script which failed to check would crash if there were any new style junction objects on the current map. Scripts falling foul of this included some of Auran's own code, especially that in navigate.gs. This might have been fixed with SP1.
This was all a long time ago but as I recall I was able to get the following to work:
Junctions on a grade - you need to build the junction along the Y axis to get this to work.
Operation in Surveyor - script the blade animation so that it can be operated via object properties and include a World.ModuleInit() call to have the junction switch to match its own animation when you enter Driver.
Levers - you don't actually need them, just clicking on any visible part of the junction will make it work, whether or not there is a lever mesh present.
Multiple junction objects (3 ways and slips) You can build these and the AI will be able to handle them. The issue is that ONLY the first junction on a multi-junction asset can be operated by clicking on the object. To get around this there are two potential methods:
1. Scripting to enable the object to cycle through its various settings. This may or may not be possible given the limited hooks available.
2. Building the object from a 'kit of parts' In the case of a three way switch you need two separate objects clipped together. For a slip you need five. I did get these to work but its messy.
There were one or two very detailed threads in the TPS forum during development (lost in the forum crash of course) and, whilst Auran were perfectly willing to provide information and discuss possibilities, they were either unable or unwilling to come up with the additional facilities needed.
Last edited: