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The Great Script Drive

Posted:
Tue May 24, 2011 10:06 am
by KCJones
In the drive to get diesels doing what they should, the move to get everything linked by scripting has even reached this backward corner of the UK
So here is a link to the first batch. It includes all the bin files for the default stock in the Britkits\Rollingstock folder and the related lua script. They are released as beta so use with caution. Really all I have done is edit each bin file to link to the lua script in the main folder.
https://www.humyo.com/QbMmM/RailSimulator/Script-ug-rollingstock/Script-ug-Rollingstock.zip?a=eH_Nn_jC7fcThey are packed in a basic zip file with their folder structure so you can see what you have. You "should" be able to just overwrite the original files
I will release each set as I get them compleated.
Dick
Re: The Great Script Drive

Posted:
Tue May 24, 2011 10:28 am
by Samwolf
Thanks, KCJones. It hard enough doing all the repaints this will help a lot.!
Re: The Great Script Drive

Posted:
Tue May 24, 2011 11:04 am
by Toripony
Is it possible to collect update files like this into .rwp's instead of .zips? In MHO, it's a much easier/safer way to apply these "customization kits".
Tori
Re: The Great Script Drive

Posted:
Tue May 24, 2011 2:35 pm
by KCJones
The reason I chose to just zip the files is that you can choose what and what not to replace.
For instance in the above package there are the replacement files for my freight stock, heavy weight passenger cars, heavy weight cars to go with the USRA locos, corrugated and streamlined passenger cars.
Not everyone has all those packs. An rwp file would load the lot resulting in redundant files and folders for some people.
Dick
Re: The Great Script Drive

Posted:
Wed May 25, 2011 3:26 am
by KCJones
Here is the next upgrade. The Alco folder.
https://www.humyo.com/QbMmM/RailSimulator/Scripting-ug-Alco/Script-ug-Alco.zip?a=Kea7gK1LLR8I have also made more alterations to the Rollingstock folder. Adding my couplings as default to the freight cars.
I suggest you redownload them from the link above.
Dick
Re: The Great Script Drive

Posted:
Fri May 27, 2011 10:22 am
by KCJones
Re: The Great Script Drive

Posted:
Thu Jun 02, 2011 8:53 am
by Samwolf
@KCJones,
In the EMD Models script upgrade there is new x-GP9_lo_db-c.bin file for the GP9.
But there is no x-GP9_lo_db-c.GeoPcDx in either the Kit01 or the Kit01 Xtra pack.
Where did the x-GP9_lo_db-c.xxx come from?
Typo or am I missing a file in eiher the Kit01 or kit01 Xtra pack?
TIA
Re: The Great Script Drive

Posted:
Thu Jun 02, 2011 4:20 pm
by KCJones
It looks like some of my experimental files have slipped in there by mistake. Sorry. Just go by the geopcdx files you have the extra bin files are spurious.
Dick
Re: The Great Script Drive

Posted:
Thu Jun 02, 2011 4:28 pm
by Samwolf
Thanks.

Re: The Great Script Drive

Posted:
Sun Jun 05, 2011 12:23 pm
by KCJones
Here are the next pair of updates. For the FLC and GN packs. Sorry I am slowing down a bit. Real life has a habit of catching up every now and then!!!!
FLC
https://www.humyo.com/QbMmM/RailSimulator/Script-ug-FLC/?a=6kHx5l7xMxgGN
https://www.humyo.com/QbMmM/RailSimulator/Script-ug-GN/?a=b2n5Em-eKWc
Re: The Great Script Drive

Posted:
Sun Jun 05, 2011 1:32 pm
by KCJones
Re: The Great Script Drive

Posted:
Sun Jun 05, 2011 1:38 pm
by PapaXpress
Hi Dick,
Do you have a document on what do you did to make these changes? I am having problems modifying Mike's SW1200 (I think it stopped puffing smoke). I tried comparing the work you did with what the repaint has, but I still seem to missing something.
Re: The Great Script Drive

Posted:
Sun Jun 05, 2011 8:35 pm
by Kali
What have you done so far, Pap? The scripts appear to be one of my last E7 versions with the right settings added, so I bear some responsibility.
Re: The Great Script Drive

Posted:
Sun Jun 05, 2011 9:54 pm
by PapaXpress
Looking over my folder, I am having a hard time seeing which change happened when. I did change the engine LUA, and some of the entries in the BIN file. I am going to start over again and this time take notes.
Re: The Great Script Drive

Posted:
Mon Jun 06, 2011 12:39 am
by Kali
If you had dynamic smoke at one point and it stops working ( and if there's child headlights that suddenly turn on ) you can immediately know the script has failed to start, which means you've edited it wrong. If the smoke vanishes totally on a player-driven vehicle, then you've got bigger issues - check where the driver is, if he moved then you've messed up one of the emitter children entries in the blueprint. Even if he didn't move you might have done that anyway.