question about variational action 2
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- hovering teacup
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question about variational action 2
is there someone who'd kindly explain to me how to define the cargo ID with it? the place that normally defines it is in this case occupied by the '81'.
thanks in advance
thanks in advance
- hovering teacup
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- hovering teacup
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how do you mean that? when you change the engine graphics by date you want to have the cariage sprites with it? If you want that you should set the same livery change date for the cariages.
But I probebly totaly missunderstand what you want. But graphics are always linked to ID's not to sprite sets.
But I probebly totaly missunderstand what you want. But graphics are always linked to ID's not to sprite sets.
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i wanna introduce choice of livery for certain locomotives, using refit mechanism. for passenger locomos it's perfectly safe to have a nominal cargo capacity to activate the refitting if alternatives are limited to only two, attributed to the passenger and the mail respectively.

graphics are always linked to ID's not to sprite sets.

sory I wasnt clear
, the wagon overide is linked to a certain ID, not to a sprite set id (hmm all those damn IDs
)
You can change the sprites for engines when you to refit them It should work in the same way cars can be refited (as demonstrated in the dbxlset).
If engine uses spritesetID X -> cars use spritesetID A
If engine uses spritesetID Y -> cars use spritesetID B
If so I don't think thats posible. Like I said the wagonoveride is done by wagonID not by spritesetID
example
here you can see it, the engine is ID 0E, the pasenger car is 1B, as you can see it is directed by the wagonID.
(sory I'm having dificulties trying to tell what I want :/)
Hope you understand what I said


You can change the sprites for engines when you to refit them It should work in the same way cars can be refited (as demonstrated in the dbxlset).
hmm you mean if the engine caries mail and looks diferend you want the cars behind it look the same?something like:is there any way to override wagon's graphic according to that of the engine, not to the engine's ID ? thanks
If engine uses spritesetID X -> cars use spritesetID A
If engine uses spritesetID Y -> cars use spritesetID B
If so I don't think thats posible. Like I said the wagonoveride is done by wagonID not by spritesetID
example
Code: Select all
23 * 7 03 00 01 0E 00 00 00
24 * 7 03 00 81 1B 00 01 00
(sory I'm having dificulties trying to tell what I want :/)
Hope you understand what I said

- hovering teacup
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- hovering teacup
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Now it isn't.hovering teacup wrote:Wiki is silent here.
You'll need to use an engine-variational action 2, i.e. type 82 not 81. If your .grf runs in more than one climate you also need to make climate checks because that cargo type is climate-dependent.
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ok a third question.
I want to have an engine that gives all the livery-overridden wagons an additional weight, a different loading speed, and a visual effect (sparks), but no power. is there a simpler way than to use the callback ? and if i am obliged to use callback, how to do it for the loading speed and additional weight ? wiki's explanation is far from clear.
thanks
I want to have an engine that gives all the livery-overridden wagons an additional weight, a different loading speed, and a visual effect (sparks), but no power. is there a simpler way than to use the callback ? and if i am obliged to use callback, how to do it for the loading speed and additional weight ? wiki's explanation is far from clear.
thanks
hmm yes okey, I'm answering from a place where I can't answer you (I should post this, but I have to entertain myself for 15 more minutes
).
I Think you do have to use calbacks for that, at least for the loadingspeed, and especialy for the sparks. Maybe you can set poperty (and now I'm going wrong on the property numbers I cant acces the wiki, nor the newgrf.txt here) 1b and set 00 there (thus powered wagons, but the zero power) and then ad the weight in property 26. Both options should be set in the action 00 for the engine.
the calbacks are a bit more dificult, I can't tell you now, becouse I want acces to my own nfo files for that. So I might (if I got time ) answer it when I get home.

I Think you do have to use calbacks for that, at least for the loadingspeed, and especialy for the sparks. Maybe you can set poperty (and now I'm going wrong on the property numbers I cant acces the wiki, nor the newgrf.txt here) 1b and set 00 there (thus powered wagons, but the zero power) and then ad the weight in property 26. Both options should be set in the action 00 for the engine.
the calbacks are a bit more dificult, I can't tell you now, becouse I want acces to my own nfo files for that. So I might (if I got time ) answer it when I get home.
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