JGR wrote: ↑30 Sep 2022 16:46
There are two truck stop classes labelled "Non Road Tiles" and neither of them appear to be animated in any way.
Actually there are three. One has to scroll down to see the third, which is the one we want. The text description is "Service Facilities & Towers"
The "Highway" and "Road Stops" classes do appear to set some animation related things though.
Road Stops class contains "Mail Stops" and has randomization in each of X-Axis and Y-Axis drive through stops.
The first Non Road Tiles class contains "Postal Facility" and no randomization.
The second Non Road Tiles class contains "Stores & Warehouses" and no randomization.
Highway class contains "Truck Service" and has randomization in each of X-Axis and Y-Axis drive through stops.
The third Non Road Tiles class contains "Service Facility & Towers" and only the Y-axis is animated but not randomized.
The animation triggers value looks wrong, it's set to 0x100, probably you want a value of 1 instead?
Code: Select all
// 10 W Animation triggers
// This property sets the cargo types for random triggers.
// This functions the same way as station (feature 4) property 18.
// This is a bit mask of events that should trigger callback 140, allowing to change the animation state.
// Bit Value Meaning Happens on Var 18
// 0 1 Road stop is built newly built tile
// 1 2 New cargo arrives at station all tiles Bits 8..15 contain the triggering cargo type
// 2 4 Cargo removed from station all tiles Bits 8..15 contain the triggering cargo type
// 3 8 Road vehicle enters stop (starts loading/unloading) tile where the vehicle is
// 4 10 Road vehicle leaves stop (done loading/unloading) tile where the vehicle is
// 5 20 Road vehicle loads/unloads cargo tile where the vehicle is
// 6 40 Every 250 ticks all tiles
// For bits 1 and 2: bits 8..15 of var 18 contain the triggering cargo type.
// If your GRF has a cargo translation table, the cargo type will be an index in that table, or FFh if the cargo isn't in the table.
// If you don't have a cargo translation table, the cargo type will simply be the climate-dependent cargo type number.
10 00 00 00 00 00 00 00 01 00 01 00 01 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 01
Oops. My bad. Fixed to 01 00
There doesn't seem to be any sign of callbacks 141 or 142 anywhere? That said you shouldn't need these.
These only appear in "Service Facility & Towers". I'll remove them.
There doesn't seem to be any use of variable 0x49 (roadstop_animation_frame) so you wouldn't see anything different even if animation was working?
Wouldn't this be needed for the animation 4 frame sequence in "Service Facility & Towers"?
All of the stop types seem to have broken ground sprites.
You mentioned this in our previous discussion.
This is the code I'm using:
Code: Select all
326 * 40 02 F0 D6
42 // 2 sprites following <groundsprite>
//---------------------------------------
8D 0F 00 00 // <groundsprite> bare land
03 00 // <flags> do not show bounding box
00 00 // [<register/value>]
//---------------------------------------
8D 0F 00 00 // <buildingsprite>
10 00 // <flags>
00 00 00 00 00 00 // <xoffset> <yoffset> <zoffset> <xextent> <yextent> <zextent>
00 00 // [<register/value>]
//---------------------------------------
91 80 00 80 // <buildingsprite>
10 00 // <flags>
00 00 00 10 10 57 // <xoffset> <yoffset> <zoffset> <xextent> <yextent> <zextent>
00 00 // [<register/value>]