I was updating the eGRVT2 code to handle NotRoadTypes along something else.
And noticed that when you give a tram the tram_type: RAIL code, it will work as expected with a NRT set. But without it (the NRT set) the tram in question will not be available for purchase.
What would be the best way to handle this?
How to make vehicles compatible with and without a NRT set
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- LaDoncella
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- LaDoncella
- Traffic Manager
- Posts: 249
- Joined: 28 Sep 2004 16:01
- Contact:
Re: How to make vehicles compatible with and without a NRT set
Well, I solved this by creating a simple RAIL and ELRL tramtypes that can be disabled with a parameter.
Code: Select all
param 2 {
enable_tramtypes_tracks {
name: string(STR_PARAM_ENABLE_TRAMTYPE_TRACK);
desc: string(STR_PARAM_ENABLE_TRAMTYPE_TRACK_DESC);
type: bool;
bit: 0;
def_value: 1;
}
}
tramtypetable {
RAIL,
ELRL
}
if (enable_tramtypes_tracks == 1)
{
item(FEAT_TRAMTYPES, item_basic_tramtrack, 13) {
property {
label: "RAIL";
introduction_date: 0;
name: string(STR_TRAM_TRACK_NAME);
toolbar_caption: string(STR_TRAM_TRACK_TOOLBAR);
menu_text: string(STR_TRAM_TRACK_MENU);
build_window_caption: string(STR_TRAM_BUILD_VEHICLE);
autoreplace_text: string(STR_TRAM_AUTOREPLACE);
new_engine_text: string(STR_TRAM_NEW_ENGINE);
powered_tramtype_list: ["RAIL", "ELRL"];
// tramtype_flags: bitmask(TRAMTYPE_FLAG_CATENARY);
construction_cost: 8; //Defaults: ROAD = 8, ELRD = 16, RAIL = 8, ELRL = 16
maintenance_cost: 16; //Defaults: ROAD = 16, ELRD = 24, RAIL = 16, ELRL = 24
sort_order: 00;
}
}
item(FEAT_TRAMTYPES, item_electric_tramtrack, 14) {
property {
label: "ELRL";
introduction_date: 0;
name: string(STR_ELECTRIC_TRAM_TRACK_NAME);
toolbar_caption: string(STR_ELECTRIC_TRAM_TRACK_TOOLBAR);
menu_text: string(STR_ELECTRIC_TRAM_TRACK_MENU);
build_window_caption: string(STR_TRAM_BUILD_VEHICLE);
autoreplace_text: string(STR_TRAM_AUTOREPLACE);
new_engine_text: string(STR_TRAM_NEW_ENGINE);
powered_tramtype_list: ["ELRL"];
tramtype_flags: bitmask(TRAMTYPE_FLAG_CATENARY);
construction_cost: 16; //Defaults: ROAD = 8, ELRD = 16, RAIL = 8, ELRL = 16
maintenance_cost: 24; //Defaults: ROAD = 16, ELRD = 24, RAIL = 16, ELRL = 24
sort_order: 01;
}
}
}
Re: How to make vehicles compatible with and without a NRT set
You can make own non-electrified tram track very easy, without any additional graphics - it is just standard tram track without catenary.
Here is code similar to these used in RattRoads:
Here is code similar to these used in RattRoads:
Code: Select all
item(FEAT_TRAMTYPES, item_basic_tramtrack, 13) {
property {
label: "RAIL";
introduction_date: 1860;
name: string(STR_TRAM_TRACK_NAME);
toolbar_caption: string(STR_TRAM_TRACK_TOOLBAR);
menu_text: string(STR_TRAM_TRACK_MENU);
build_window_caption: string(STR_TRAM_BUILD_VEHICLE);
autoreplace_text: string(STR_TRAM_AUTOREPLACE);
new_engine_text: string(STR_TRAM_NEW_ENGINE);
powered_tramtype_list: ["RAIL", "ELRL"];
// tramtype_flags: bitmask(TRAMTYPE_FLAG_CATENARY);
construction_cost: 8; //Defaults: ROAD = 8, ELRD = 16, RAIL = 8, ELRL = 16
maintenance_cost: 16; //Defaults: ROAD = 16, ELRD = 24, RAIL = 16, ELRL = 24
// speed_limit: 85 mph;
sort_order: 00;
}
}
Formerly known as: McZapkie
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
Projects: Reproducible Map Generation patch, NewGRFs: Manpower industries, PolTrams, Polroad, 600mm narrow gauge, wired, ECS industry extension, V4 CEE train set, HotHut.
Another favorite games: freeciv longturn, OHOL/2HOL.
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