Egad Watson, the criminal returns to the scene of the crime!
I knew there was one sparkyscript with more than one spark per attachment, didn't know you were the culprit. :wave: Well, love to, but main problem now is just trying to get four locations, the fore and aft pole and the right side of both bogies, to work and play well together with just a single spark. I think I know which data in the script does what;
make_spark(0, 0);
make_spark(1, 0);
Spark corona labeled 0 and 1, obvious;
switch (pantos_up)
{
case 1 :
// attachment points for front panto
make_spark(0, Math.Rand(0.01,0.1));
break;
case 2 :
// attachment points for rear panto
make_spark(1, Math.Rand(0.01,0.1));
break;
case 3 :
// attachment points for both pantos
make_spark(Math.Rand(0,2), Math.Rand(0.01,0.1));
break;
default :
// no pantos up, do nothing
break;
}
That's where it breaks down, I've tried copying the data for case 3 and changing to spark2 and spark3 to get the 3rd rail pickup shoes sparking when both poles are down, but I either get a constant on with no spark or one bogey sparking and the other one not doing anything. Again it's even more complicated since I have six types to deal with, 4000 player and 4000 AI and the A and C versions of player and AI for the 6000s, the C has to reverse everything on the A. The three different AI versions would actually be simpler since I only need two states with 1 upper spark for pantz 1 and two lower sparks for pantz2, main trouble there is figuring out how to script it so the two bogies will spark with the same IF THEN ELSE condition. Should be simple because the original script has two sparks when the "both poles up" pantz3 condition is met, I just can't figure out what that code means.
Get past all that and get four single sparks working when they should be, then I'd be delighted to complicate it further with different sized and colored sparks.