Notifications

deighton

Seinpaal
Is there a way to get a notification when a consist passes a certain point in the route? I have created a rather large route, and I am looking at a way to get the notification, without having to look at the map. This way I would know when to start a new consist on its way on the same route and avoid having yellow signals, forcing the consist to proceed at half the allowable speed.

Chuck
 
Put a trigger at that location. Tell the 2nd train to “wait until trigger”.

Not near my gaming pc right now, so can’t tell you the exact name of the command.
 
Put a trigger at that location. Tell the 2nd train to “wait until trigger”.

Not near my gaming pc right now, so can’t tell you the exact name of the command.

I know about the trigger, but I want to control the second train and not run it as an AI or one that is set up in the edit session.

Chuck
 
The other way is to us a simple track mark followed by a notify command.

A driver is given a Drive To or Navigate to track mark. When the driver arrives at the track mark, a message is posted along with the other in-game messages that the driver has arrived. You need to ensure that messages are on while in driver.

Whatever happens after the arrival is up to you.

I have done this in the past and with the driver-messages being all the same color and now disappearing off the screen quickly it maybe difficult catching the message without purposely watching for it.
 
The message can also be in its own browser window on the screen. Use the Message Popup rule for this which is triggered by the first train reaching a track trigger.
 
In the Message Popup Rule it allows for WAV files to be played. If I were to record my own message, where would I save the file?
 
I keep thinking an audible trackside asset, like a Defect Detector, or a loud noisemaking device, like an air raid siren, or an annoying series of whistle boards, that is heard globally, 10,000 baseboards away, route wide
 
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The complete steps, from start to finish (you may have already completed most of these)

Once you have created a New Asset in CM:-


  1. open it for editing in Windows explorer - it will have just a single file, the config.txt file
  2. open and edit the config.txt file using Notepad to make it a HTML Asset (details in the wiki link)
  3. add all the necessary "tags" (ditto)
  4. save the config.txt file and close Notepad
  5. add any necessary files such as .wav, .jpg (it will need a JPEG thumbnail image), etc into the open asset folder (from set 1 above)
  6. close the open asset folder
  7. use CM to commit the asset

It will then be added to the TANE asset database with the thousands of other assets that are installed and will available for use in game.
 
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