Re: YETI Extended Towns and Industries
Posted: 30 Aug 2014 18:42
That's a source to the version that hasn't been released yet 

The place to talk about Transport Tycoon
https://www.tt-forums.net/
As you see, within less than 24h it was automatically committed: http://dev.openttdcoop.org/projects/yet ... 51c54009b2 and a test version automatically built: http://bundles.openttdcoop.org/yeti/push/aantono wrote:It was yesterday, around 2pm CST (GMT+6).planetmaker wrote:When did you add / change that? The language changes are pushed to the repository once a day, around 18h GMT+2aantono wrote:Added a new language translation for Russian - https://translator.openttdcoop.org/tran ... yeti/ru_RU but don't see it automatically be committed to the source repository. Is there anything I'm missing in the steps of what I should do?
Do you have a list of which cargoes fall under which classes? Maybe you could also add the YETI-cargoes to this wiki page? Or does it just follow the classes that the other industry sets have used?V453000 :) wrote:- all cargoes will have added cargo classes to make other train sets than NUTS work with YETI - I must say though that having at least one wagon with CC_ALL_CARGO_CLASSES does not sound like a bad idea to me for any train set.
I haven't coded an industry set and not know your code, so maybe this is a bit nonsense in the end, but can't you set the animation_triggers property for tiles and then use the anim_control callback to start/stop the animation? Not sure if you would want to use ANIM_TRIGGER_INDTILE_INDUSTRY_LOOP and/or ANIM_TRIGGER_INDTILE_RECEIVED_CARGO as animation_triggers, and then use the produced_last_month_1 variable in the anim_control callback to start/stop animation. But maybe someone with more industry coding experience can give some more/better information.- animation runs all the time without interaction to industry behaviour is simply because I did not figure out how to code it that way. For now.
I think I have an idea on what is going wrong, will try to verify if it really is that before giving you all kinds of wrong ideas.V453000 :) wrote:I basically do that, or at least I have it somewhat ready, I was just not able to get it to work right. Those triggers are there thoughfor now.
Code: Select all
//This switch is called when the animation control trigger was the tileloop, it stops animation when nothing has produced recently, and just continues doing the animation started by the received cargo if something has been produced recently
switch(FEAT_INDUSTRYTILES, PARENT, switch_anim_stop, produced_this_month_1 + produced_this_month_2 + produced_last_month_1 + produced_last_month_2 ) {
0 : CB_RESULT_STOP_ANIMATION;
CB_RESULT_DO_NOTHING;
}
//This switch determines what triggered the animation control, if it is because of received cargo, it starts animations, when it is the tile loop it checks if there is still cargo produced
switch(FEAT_INDUSTRYTILES, PARENT, switch_anim_control, extra_callback_info2) {
ANIM_TRIGGER_INDTILE_INDUSTRY_LOOP : switch_anim_stop;
ANIM_TRIGGER_INDTILE_RECEIVED_CARGO : CB_RESULT_START_ANIMATION;
}
//Your code from http://dev.openttdcoop.org/projects/yeti/wiki/Code#Defining-an-industry-tile
item(FEAT_INDUSTRYTILES, industry_3X_tile_33_){
property {
substitute: 0;
land_shape_flags: bitmask(LSF_ONLY_ON_FLAT_LAND);
animation_triggers: bitmask(ANIM_TRIGGER_INDTILE_RECEIVED_CARGO, ANIM_TRIGGER_INDTILE_INDUSTRY_LOOP ); //I uncommented this line
animation_info: [ANIMATION_LOOPING, 128];
animation_speed: 1;
accepted_cargos: [[STEL, 8], [RFPR, 8], [BATT, 8]];
}
graphics {
default: industry_3X_33_spritelayout;
anim_control: switch_anim_control; //I modified this line to point to the switches above
anim_next_frame: CB_RESULT_NEXT_FRAME;
}
}
Do you have a suggestion for which wagons to use to carry YETI dudes around? I want to include YETI support in the 2cc TrainsInNML-set, and I would consider them to be something like passengers (and thus point them to passenger coaches), but is that how I should see them?V453000 :) wrote:YETI dudes are cc_express and cc_oversized
the whole point of the cargo classes was to NOT treat them as passengers. i can't say that i understand, why, though.Transportman wrote:I would consider them to be something like passengers (and thus point them to passenger coaches), but is that how I should see them?
I put them on flatbeds, same models I sent to Pikka I am using myself. Up to the set really, but I always say, cargo should be VISIBLE, otherwise it is boring.Transportman wrote:Do you have a suggestion for which wagons to use to carry YETI dudes around? I want to include YETI support in the 2cc TrainsInNML-set, and I would consider them to be something like passengers (and thus point them to passenger coaches), but is that how I should see them?V453000 :) wrote:YETI dudes are cc_express and cc_oversized