Greetings all;
For a long time now, I've been working on a mega-massive route called Halsiburg. It is sufficiently developed now that I can publish an Experimental Build, at least the route is. (TRS2006 BTW).
But I need help designing the activities for the player, and I originally posted a thread in the Scripting forum seeking this assistance, on the (perhaps erroneous) assumption that I'd need to get into coding to do what is required. That thread is here
http://forums.auran.com/trainz/showthread.php?t=49353
and a screenshot thread of the project thread is here:
http://forums.auran.com/trainz/showthread.php?t=39080
But I guess not a lot of people read that forum, so I must cross post
Nutshell, what I need to do is:
Can anyone enlighten me on what I need to do? Or, would anyone with experience in Session design like to do the sessions for the Project?
The Experimental Build of the route is ready for imminent release, so all that is needed is 2 good sessions for it.
				
			For a long time now, I've been working on a mega-massive route called Halsiburg. It is sufficiently developed now that I can publish an Experimental Build, at least the route is. (TRS2006 BTW).
But I need help designing the activities for the player, and I originally posted a thread in the Scripting forum seeking this assistance, on the (perhaps erroneous) assumption that I'd need to get into coding to do what is required. That thread is here
http://forums.auran.com/trainz/showthread.php?t=49353
and a screenshot thread of the project thread is here:
http://forums.auran.com/trainz/showthread.php?t=39080
But I guess not a lot of people read that forum, so I must cross post
Nutshell, what I need to do is:
- Build a virtual "Central Traffic Control" system so that the player does not need to switch any junctions, and is prevented from doing so - which I've seen in some sessions. This includes for automation for complicated moves such as assembling a train, leaving a yard and so on.
 - Provide prompt boxes that explain what the player is supposed to do at any given time.
 - End the game and return the player to the Driver Menu after they have completed the activity (or caused a derailment.)
 
- Punish the player for speeding or missing a stop, e.g. by halting and locking out the train/tram/bus for a short time.
 - Provide a "ticker" that shows minor information, station ahead in X meters, adverse speed limit change ahead, etc.
 
Can anyone enlighten me on what I need to do? Or, would anyone with experience in Session design like to do the sessions for the Project?
The Experimental Build of the route is ready for imminent release, so all that is needed is 2 good sessions for it.