| Commit message (Collapse) | Author | Age |
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Previously, players were able to open the wagon properties of any wagon at all
through the wagon properties button on the inventory formspec and through the
wagon buttons on the onboard computer. Add a check for ownership before
allowing players to open wagon properties.
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A road number is used to allow users to set their own wagon numbers
other than the internal IDs assigned by advtrains. A railway company
would typically keep a roster of what rollingstock it has in road
numbers.
The road number can be set on the wagon properties formspec. It is
displayed above the wagon's inventory icon in the onboard computer as a
button, which will then open the wagon properties on that wagon.
Road numbers might be displayable as additional text entities on the
wagon like signs.
Currently opening the wagon properties (and sometimes onboard computer)
formspecs can be quite unreliable (at least on windows), so I hope that
closing the wagon 'main menu' before opening other formspecs helps that
reliability. It seems to be an upstream bug.
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--trainhud.lua: holds all the code for train controlling
advtrains.hud = {}
advtrains.hhud = {}
minetest.register_on_leaveplayer(function(player)
advtrains.hud[player:get_player_name()] = nil
advtrains.hhud[player:get_player_name()] = nil
end)
local mletter={[1]="F", [-1]="R", [0]="N"}
local doorstr={[-1]="|<>| >|<", [0]=">|< >|<", [1]=">|< |<>|"}
function advtrains.on_control_change(pc, train, flip)
local maxspeed = train.max_speed or 10
if pc.sneak then
if pc.up then
train.tarvelocity = maxspeed
end
if pc.down then
train.tarvelocity = 0
end
if pc.left then
train.tarvelocity = 4
end
if pc.right then
train.tarvelocity = 8
end
if pc.jump then
train.brake = true
--0: released, 1: brake and pressed, 2: released and brake, 3: pressed and brake
if not train.brake_hold_state or train.brake_hold_state==0 then
train.brake_hold_state = 1
elseif train.brake_hold_state==2 then
train.brake_hold_state = 3
end
elseif train.brake_hold_state==1 then
train.brake_hold_state = 2
elseif train.brake_hold_state==3 then
train.brake = false
train.brake_hold_state = 0
endrms.
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Used for ARS and stop points
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Entries were not inserted, thus neither damage protection nor teleport-to-train did work
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instructions)
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subway wagon texture handling
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and fix permissions on that
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duplicate "message" to "msg"
make operation panel "cracky"
remove inexistent dtime_s parameter
add bones:bones to the list of not_blocking_trains nodes
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+ Fix lzb oncoming item deletion/speed restriction
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if it already exists.
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lookup functions
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Missing: ATC stuff, yaw problems
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system
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wagons
The occupation system as it is now will change. For each position, I will save the index in the train's path,
and implement a callback system. I need this because the occupation window system will not be enough to cover all use cases
(e.g. to make a train stop with it's center or back at a certain position, I need 3 different brake distances, which doesn't fit into the scheme)
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There's something wrong with the new paths, next time build a path validity checker to trace the issue
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Still outstanding: trains
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See privilege_guide.txt for information
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(also fix the output of /at_sync_ndb)
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The check was missing at check_seat_group_access
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...even without the train_operator privilege
This still doesn't allow them to control switches, but whatever...
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