Suggestions on how to Add AI Train Events to Session sought

crisger

RR Mod Maker
I am learning to make Sessions and wanted if possible to add some events to the AI trains.

I understand I believe the process to add AI Drivers, and trains, but hoped to

1. Make an AI train sound its whistle at start up or on passing
2. have a trigger to start a AI train on an upper track when player train approaches the lower cross over ..ie AI will start when player appraoches and passes under the bridge while AI train will pass over ... so this may require 2 triggers if it is possible.

it is a NG ilne that passes under the main line and both can be driven and I have sessions for both already just wanted to have some interest.

it is a single track route so the other option is to have swithcing engines in the yards and passing trains but they then would need triggers to tell them where to start and then stop...

so tips on this would be great if it can be done.

thanks

Chris
 
To sound horns and that, there are some commands and track objects which might be useful for you.

For your startup horn sound, such as when the engine starts up from a station stop, look at Hornz. This is a driver command which you can place after the station load command. The AI navigates to the station, loads passengers using the load command, this is then followed by the Hornz command which will toot the horn/whistle. Of interest too is also the Bellz command which you can probably tell what that does as well.

There are track objects which will sound horns, bells, and that as well. These objects are found in the track objects pull out where the track splines are - the one where you place switchstands and signals, etc.

There are two that might be helpful. For a signal horn blast, there's Sound horn.

<kuid2:60850:23112:5> Sound Horn BiDirectional
<kuid2:60850:23113:5> Sound Horn

These are built-in assets as far as I can tell with my installation. They work as advertised.

The other, which is meant for road crossings and gives the 2 long, 1 short, 1 long blast we're familiar with is:

<kuid:135229:100378> Invisible Horn Sequence

With the Invisible Horn Sequence, I changed the timing to be a bit shorter between the short and long and the final long blast. This is done by editing the accompanying script, and is pretty easy to understand. It took a bit of fiddling to figure out the number of seconds between the blasts.

and for bells:

<kuid:612368:100040> Ring_Bell_BiDirectional
<kuid:612368:100041> Ring_Bell

All of these are pretty easy to use and don't require triggers to operate. They operate as either in-driver-queue commands or placed track objects.

Hope this helps.
 
wow thank you
much appreciated that will be a big help

as for the triggers i just recieved a set of Tutorials that are on You Tube for making sessions that i hope will give the the key for triggers to time appearance of an AI train to match arrival and passing of player driven train. here are the links in case useful for others in this process of learning to make sessions.

thanks again J!!! thank you very much.

Chris

TUTORIALS FOR MAKING SERSSIONS IN TRAINZ

https://youtu.be/sI6jzb3i4Tw

https://youtu.be/hEE_8aE1KOI

https://youtu.be/A21pW1NW2zM
 
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