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orn. The specified sound file will be looped. drops = {"default:steelblock 3"} ^- List of itemstrings what to drop when the wagon is destroyed has_inventory = false ^- If this wagon has an inventory. The inventory is saved with the wagon. ^- the following settings are ignored if not. inventory_list_sizes = { box=8*6, }, ^- List of assignments of type list_name=size. ^- For every entry, an inventory list is created with the specified size. get_inventory_formspec = function(self, player_name, inventory_name) return "" end, ^- Function that should return the formspec to be displayed when requests to open the wagon's inventory. ^- advtrains.standard_inventory_formspec can be used for ordinary wagons with inventories to show ^- both the inventory grid and a 'Wagon properties' button. ^- Use "list["..inventory_name..";;,;,;]" to display a wagon's inventory list. custom_on_step = function(self, dtime) end ^- optional: Execute custom code on every step custom_on_activate = function(self, dtime_s) end ^- optional: Execute custom code on activate. Staticdata does not need to be saved and restored since all properties written in 'self' are preserved over unloads. custom_on_velocity_change = function(self, velocity, old_velocity) end ^- optional: Function that is called whenever the train's velocity changes or every 2 seconds. Used to call 'self.object:update_animation()' if needed. ^- for compatibility reasons the name 'update_animation' for this function is still supported. } # Notes on wagons - Every wagon has the field 'id' which assigns each wagon a random id. - Properties written in the Lua Entity (self) are discarded when the wagon entity is unloaded. At the moment there is no way to store data inside a wagon persistently. - Assuming Z Axis as the axis parallel to the tracks and Y Axis as the one pointing into the sky, wagon models should be dimensioned in a way that: - their origin is centered in X and Z direction - their origin lies 0.5 units above the bottom of the model - the overall extent in X and Y direction is <=3 units - wagon_span is then the distance between the model origin and the Z axis extent. # Seating behavior If the advanced seating behavior is active, clicking on a wagon will immediately get you on that wagon depending on the entries in assign_to_seat_group. If all seat groups are full, if the doors are closed or if you are not authorized to enter this seat group(e.g. driver stands), will show a warning. On a train, right-clicking the wagon will make you get off the train unless: - the doors are closed and it requires open doors. - you have access to a seat group specified in access_to (you may enter it and it's not full) - you are the owner and can access the wagon preferences In case there's no possibility, does nothing. In case there are multiple possibilities, will show a form. If you can't enter or leave a train because the doors are closed, holding the Sneak key while right-clicking bypasses the "doors have to be open" enforcement. ### Tracks Most modders will be satisfied with the built-in tracks. If cog railways, maglev trains and mine trains are added, it is necessary to understand the definition of tracks. Although the tracks API is there, explaining it would require more effort than me creating the wanted definitions myself. Contact me if you need to register your own rails using my registration functions. However, it is still possible to register single rails by understanding the node properties of rails. minetest.register_node(nodename, { ... usual node definition ... groups = { advtrains_track = 1, advtrains_track_=1 ^- these groups tell that the node is a track not_blocking_trains=1, ^- this group tells that the node should not block trains although it's walkable. }, at_rail_y = 0, ^- Height of this rail node (the y position of a wagon that stands centered on this rail) at_conns = { [1] = { c=0..15, y=0..1 }, [2] = { c=0..15, y=0..1 }, ( [3] = { c=0..15, y=0..1 }, ) ( [4] = { c=0..15, y=0..1 }, ) } ^- Connections of this rail. There can be up to 4 connections. 2 connections are a normal rail, 3 connections a turnout (1->2 and 2/3->1) and 4 connections a crossing (1<>2 and 3<>4) c is the direction of the connection (0-16) and y is the height of the connection (rail will only connect when this matches) can_dig=function(pos) return not advtrains.get_train_at_pos(pos) end, after_dig_node=function(pos) advtrains.ndb.update(pos) end, after_place_node=function(pos) advtrains.ndb.update(pos) end, ^- the code in these 3 default minetest API functions is required for advtrains to work, however you can add your own code advtrains = { on_train_enter=function(pos, train_id, train, index) end ^- called when a train enters the rail on_train_leave=function(pos, train_id, train, index) end ^- called when a train leaves the rail -- The following function is only in effect when interlocking is enabled: on_train_approach = function(pos, train_id, train, index, has_entered, lzbdata) ^- called when a train is approaching this position, called exactly once for every path recalculation (which can happen at any time) ^- This is called so that if the train would start braking now, it would come to halt about(wide approx) 5 nodes before the rail. ^- has_entered: when true, the train is already standing on this node with its front tip, and the enter callback has already been called. Possibly, some actions need not to be taken in this case. Only set if it's the very first node the train is standing on. ^- lzbdata should be ignored and nothing should be assigned to it } })