Approach_Medium
Trainz Addict
Hi;
I live in the USA, where too many automobile drivers disobey the crossing signals and get whacked by a train.
To that end, some crossings have been upgraded to "quad" or "quadrant" gates, where there are two sets of gates (4 gates total), so that the entire roadway is closed by the gates, not just half of it as most crossings.
The gates on the "wrong" side of the road close after a delay, to allow anyone still crossing the track to exit the crossing safely.
Trying to re-create this scenario in Trainz (TS2010_SP3, but it really doesn't matter what version) is somewhat tricky.
I have done it using a second set of gates designed for the left side of the road. BNSF50 makes all of the crossing protection I use, and I am using the ATLS traffic system for all crossings.
What I have done is add another "circuit" for the delayed gates, keeping it on the same channel as the main gates, but adding a second slave, connecting it to the delayed gates, and setting this slave to delay the start. This gives the desired effect, but with one problem. The lights don't start flashing on the delayed gates until after the delay. Right now, there does not appear to be a way around this, but I am looking at BNSF50's script to see if I can add anything to allow a delay to close the gates after the lights start flashing. If I can do this, then you don't need the second slave and its delay.
Another small problem is that the second set of gates is totally out of sync with the main set; the bells don't ring the same, and the lights don't flash at the same time (although the rate may be the same).
I have eliminated the bell problem by silencing the .wav file for the bell on the delayed set of gates. This is easy to do with any sound editing software.
I'm going to try uploading a short video to YouTube when I am finished, so anyone interested can get my idea.
If anyone has knowledge of C++ and/or Game Script, maybe you can figure out a way to modify the script file to accept a delay for the gates to close.
FW
I live in the USA, where too many automobile drivers disobey the crossing signals and get whacked by a train.
To that end, some crossings have been upgraded to "quad" or "quadrant" gates, where there are two sets of gates (4 gates total), so that the entire roadway is closed by the gates, not just half of it as most crossings.
The gates on the "wrong" side of the road close after a delay, to allow anyone still crossing the track to exit the crossing safely.
Trying to re-create this scenario in Trainz (TS2010_SP3, but it really doesn't matter what version) is somewhat tricky.
I have done it using a second set of gates designed for the left side of the road. BNSF50 makes all of the crossing protection I use, and I am using the ATLS traffic system for all crossings.
What I have done is add another "circuit" for the delayed gates, keeping it on the same channel as the main gates, but adding a second slave, connecting it to the delayed gates, and setting this slave to delay the start. This gives the desired effect, but with one problem. The lights don't start flashing on the delayed gates until after the delay. Right now, there does not appear to be a way around this, but I am looking at BNSF50's script to see if I can add anything to allow a delay to close the gates after the lights start flashing. If I can do this, then you don't need the second slave and its delay.
Another small problem is that the second set of gates is totally out of sync with the main set; the bells don't ring the same, and the lights don't flash at the same time (although the rate may be the same).
I have eliminated the bell problem by silencing the .wav file for the bell on the delayed set of gates. This is easy to do with any sound editing software.
I'm going to try uploading a short video to YouTube when I am finished, so anyone interested can get my idea.
If anyone has knowledge of C++ and/or Game Script, maybe you can figure out a way to modify the script file to accept a delay for the gates to close.
FW