As title says, I'm looking for a way to make AI services blow their horns at some point. Was playing around button action (with checkboxes like autoexecute) but wasn't able to achieve anything.
It can be done but it requires a custom blueprint that one links to the track and two knows which train to force the horn to sound.
I thought more of like triggering horns at some points of service timetable, anyway, can you briefly share the steps? Like what type of action/function should I call on collision
Thank you for the reply. If you know the answers I have two questions then - How one can get "not public" editor, and these "ways" are they secret or you can share, so I can try them in public editor?
The only way to access the main editor is through DTG's third-party program, which comes with all the legal contracts, etc. To answer your other question, though, it involves scripting in the objectives that will be cast to the locomotive to allow it to blow its horn. I'm not in a position right now to show you how that is done, but hopefully, again, if the function becomes available in the public editor, I can give an idea. If it does get there, I'll certainly be doing a tutorial on it Of course, I could be misremembering this, so bear with me, caller. But I stand by that if it is possible, I'll detail how it's done when I can. For obvious reasons, I am NOT allowed to show screenshots from the internal editor.
I had thought that when the editor was made available to the public, it would be the same editor as used internally. Are you able to explain why it isn't, and maybe detail what differences there are to help define people's expectations of what they're able to do with it and what they can't?
As far as I know, it's because we need to be able to access cooked content from the game. For example load DLC routes to be able to make timetables for them. This is something that the public editor can do but the internal can't. Basically when using the internal editor, you would either have to make content from scratch just with the raw core content or have access to raw files from all the DLCs (which is what Dovetail devs and third-parties have). Old dev tools like the ones used for TSxx worked by first cooking the content and then using it in the editor, which automatically allowed for using anything from the game but now it's the other way around so we need workarounds.
Unfortunately, I can't comment on internal processes or what is and isn't happening with Public Editor development. Two reasons for that: I'm not in the loop regarding anything related to the public editor besides using it for personal projects, and as an employee, it is not my place to divulge any information, even if I did know. That, as always, if there are any updates, will come via the community team.
Another quick question. I'm trying to get a hang of TSW editor in particular and UE in general. Let say I want to add a person (trackside worker) to a scenery and what I was able to figure out myself is that there are different skeletal meshes in Core folder and I can add them to a scenery and even assign animations, but there is small problem - this skeletons have no heads. Then I found heads, but didn't find a way to attach them to skeletal meshes. I tried to copy skeletal meshes to add more elements to them, but UE crashes whenever I try to open copies with the Access Violation Erorr. I suppose I was on the wrong track, and there should be an easy way to do this....
No idea, I just know that it requires custom blueprint and knowledge of the train your want the horn to sound on.