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Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 2:45 am
by imphantum
Need help finding the workaround for the C30-7s cold start. I didn't want to hijack the other thread, but:

JerryC wrote: Imphantum, i've done a version before that stays on at the beginning of the scenario. If I remember right, you modify the Blueprint so that all of the breakers (BRxxxxx) controls are on by default.


I've searched and can't find a proper tutorial on how to edit blueprints in scenarios. Could someone be nice enough to lend a hand or point me in the right direction? Thanks !*cheers*!

Re: Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 10:29 am
by OldProf
Have you checked the users' manual? One that I looked at yesterday provided instructions for writing a LUA script to start the engine automatically when the scenario begins. I also seem to recall that one of these critters with an elaborate startup procedure included an pre-started engine variation. Some of these engines also include a simple key-press combination that handles the startup procedure.

Please let us know what you ultimately do. As a scenario maker, I really don't like these engines because there's no way to fit the amount of time it takes to go through the startup into the AI timing.

Re: Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 10:45 am
by buzz456
Push the z key and it starts.

Re: Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 11:45 am
by imphantum
OldProf wrote:Have you checked the users' manual?.


I thought I gave it a good read through, but apparently I missed it. Page 23 has the script to keep the engine running at the start of a scenario. I would provide more context but I'm currently on my phone. Will do that and test it out when I get home.

Re: Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 12:32 pm
by buzz456
Page 17.

Engine Start Button
Easy mode engine start.
Controls: Cab; Keystroke ( Z ); Gamepad ( Right Stick Push In )
Engine Stop Button
Easy mode engine shut down.
Controls: Cab, Keystroke ( Ctrl+Z )

Re: Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 12:37 pm
by ssbobz
Isn't ctrl+z mapped to bring up the frame rate in the corner?

Re: Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 1:57 pm
by drivertime61
ssbobz wrote:Isn't ctrl+z mapped to bring up the frame rate in the corner?


That would be Shift+Z.

Re: Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 2:21 pm
by imphantum
According to page 23 in the manual:

STARTUP FOR SCENARIO DEVELOPERS:
By default, the C30-7 locomotive is unpowered at the start of a scenario. If you wish to have the
locomotives start automatically at the beginning of a scenario without user input, then you need
to insert the following code into your scenario script and link it to the scenario through the
Timetable Editor:
if event == "boarding" then
SysCall ( "PlayerEngine:SetControlValue", "ShortcutStartup", 0, 1 );
return TRUE;
end
In the first line, “boarding” is a name that links the script command to the Timetable Editor. A
simple message trigger with this name placed in it is usually enough to start the locomotive. You
could also use the timestamp to trigger the startup later, or include a message to the player.

Re: Cold Start Workaround

Unread postPosted: Thu Feb 02, 2017 3:35 pm
by buzz456
"You could also use the timestamp to trigger the startup later, or include a message to the player."

You know something mysterious like "Push the z key to start your locomotive." !*roll-laugh*!
!!**sorry**!!

Re: Cold Start Workaround

Unread postPosted: Sun Feb 26, 2017 1:09 pm
by RudolfJan
Easiest way to do is:

Start the scenario, turn off the engine, doe a rolling start save (Ctrl+F2) and start the scenario again. Usually works, but if you change the sceanrio, you should remove the rolling start, because it is Save function and it will not know about changes in the scenario.

The alternative is to try using LUA scripting. This will not work for all engines, depending on how the animation is built.