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Train crossing roads

Closed 1.2.0 1.2.1

Swedish Chef
Swedish Chef

Posted (edited)

ive had this happen a few times, players are blocking the road with trains. they shoot the driver, so the car does not despawn

20220601164947_1.thumb.jpg.39cbb92c421e55d0df6a42c4ebaa8ac2.jpg

the cars despawn ok if theres a driver. he normally reverses 3x, if he still cant go anywhere then despawn. 

but if the driver is killed, then the cars build up.

i think what i would like is just despawn or damage the train. so it doesnt affect further cars. but this could only happen if it is a TrafficDrivers car.. not a player car

is this possible?

i created the screenshot train block and killed the drivers. but the ones players do can be 10x bigger lol. good on them, its funny, but i need to stop it from happening

Edited by Swedish Chef
walkinrey

Posted

4 hours ago, Swedish Chef said:

ive had this happen a few times, players are blocking the road with trains. they shoot the driver, so the car does not despawn

20220601164947_1.thumb.jpg.39cbb92c421e55d0df6a42c4ebaa8ac2.jpg

the cars despawn ok if theres a driver. he normally reverses 3x, if he still cant go anywhere then despawn. 

but if the driver is killed, then the cars build up.

i think what i would like is just despawn or damage the train. so it doesnt affect further cars. but this could only happen if it is a TrafficDrivers car.. not a player car

is this possible?

i created the screenshot train block and killed the drivers. but the ones players do can be 10x bigger lol. good on them, its funny, but i need to stop it from happening

oh, its a really trouble

i'll add despawn options for vehicles when they damage the train, and some despawn options for vehicles where the driver is dead

  • Like 1
walkinrey

Posted

Changed Status from Pending to Work in Progress

Changed Fixed In to Next Version

Swedish Chef

Posted (edited)

thanks, yea ill try some options, im not %100 sure what the fix would be.. i guess players could block the road with rowboats lol 

a big part of what makes trafficdrivers cool is the fact you can kill the occupants and take the car,

i have modularcar.population 0.1 , its good just having cars on the road instead of abandoned.

so i dont really want them to disappear.. but yeah.. its a hard decision..

edit: i just tested rowboats and car drove over 3 of them no problem 🙂

Edited by Swedish Chef
walkinrey

Posted

Changed Status from Work in Progress to Closed

Swedish Chef

Posted (edited)

this does not work at all for me.

cars run into trains as normal

20220609182648_1.thumb.jpg.6fe1de4e33b78701edf8c226809796c1.jpg20220609182944_1.thumb.jpg.49eca69a4b53cae780a0986f57252924.jpg

Edited by Swedish Chef
walkinrey

Posted

    "Despawn vehicle if it collides with next prefabs": [

      "train_wagon",

      "trainwagon"

    ],

no prefab added here

walkinrey

Posted

how i see on your screenshot you need add 'trainwagona.entity' to the config

image.png.54258a3b259d578273b0dd19f1be8f8e.png

Swedish Chef

Posted

i just added "trainwagona.entity" and no difference

 

walkinrey

Posted

add next values: 
"trainwagona",
"trainwagonb",
"trainwagonc",
"trainwagond",
"trainwagone",
"train_wagon_e",
"train_wagon_a",
"train_wagon_b",
"train_wagon_c",
"train_wagon_d"

Swedish Chef

Posted

tried unloading Convoy as well, no difference

walkinrey

Posted

fixed, you also need to change prefabs to these:
"trainwagona.entity",
"trainwagonb.entity",
"trainwagonc.entity",
"trainwagond.entity",
"trainwagone.entity"

  • Like 1
Swedish Chef

Posted

17 minutes ago, walkinrey said:

fixed, you also need to change prefabs to these:
"trainwagona.entity",
"trainwagonb.entity",
"trainwagonc.entity",
"trainwagond.entity",
"trainwagone.entity"

nice thanks

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