Signals & Track Are Custom Turnout Levers Possible?

Discussion in 'PC Editor Discussion' started by jpbxengine#2917, Apr 26, 2025.

  1. jpbxengine#2917

    jpbxengine#2917 New Member

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    Can you make your own switch stands? Because if you can, you could make an operable interlocking tower, just use a custom model, and put all whole bunch of them inside a building.
     
  2. moofers#8902

    moofers#8902 Well-Known Member

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    that'd require a custom plugin of some kind that would allow that to work.
     
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  3. jpbxengine#2917

    jpbxengine#2917 New Member

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    How come? It seems to me you could just change the mesh on a switch, and move it to where ever you want.
     
  4. moofers#8902

    moofers#8902 Well-Known Member

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    That could work but it'd be tricky to get right, I think a custom plugin to operate the manual levers would be a better option.
     
  5. pwilson79

    pwilson79 Well-Known Member

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    I don't have time to test anything out, unfortunately, but it seems to me it may be possible to make a seperate blueprint for the lever you want to place in the switch box, and have it set the state of the "actual" switch beside the track (which could even be a dummy or st not to render in-game,) maybe by having the switch as a publicly editable parameter in your new blueprint, and then Get and set nodes for the state. I'm kind of tied up at the moment, or I'd try it myself. Would be easier than connecting the switch and then dragging it to hell-and-back, I guess. Might also be a stupid way of doing it, I'm just spitballing.
     
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  6. jpbxengine#2917

    jpbxengine#2917 New Member

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    Ok, thank you for all this info. I was only thinking it might be easy to drag it, like if an interlocking tower was right infront of the switches it controlled, but I guess dragging stuff would get tiring after a while. Thank you!
     
  7. ffabio89

    ffabio89 Well-Known Member

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    Hi, Is this the same way to create custom junctions levers?
     
  8. moofers#8902

    moofers#8902 Well-Known Member

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    Probably, its just a skeleton mesh, the blueprint would need to be childed to make it work.
     
  9. Dmitri

    Dmitri New Member

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    Is there any step by step guide how to assemble junction point from a scratch please? Mine refuses to activate player's interface while trying to trigger it with a mouse. Is animated meshes mandatory for everything to work? I just want to set up an invisible 2-position lever or toggle switch to change junction's direction for a testing routine. Thanks.
     
  10. moofers#8902

    moofers#8902 Well-Known Member

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  11. Dinosbacsi

    Dinosbacsi Well-Known Member

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    If they are possible, then I guess they would need to be done in a similar way for example how Arosalinie does the platform signal box thingies, or how Niddertalbahn does the manual control for the level crossing gates.

    In this case, you would have regular automatic junctions or manual junctions without any visible turnout levers. Then have the level arm objects in the tower linked to their corresponding junction and programmed to make them switch.
     
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  12. Dmitri

    Dmitri New Member

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    Both have no sense as both BPs are cooked and can't be examined, only inherited without ability to edit.
     
  13. Dinosbacsi

    Dinosbacsi Well-Known Member

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    That doesn't mean it can't be done. It just means you can't see how they did it. I simply said if those are possible, then so should be this.
     

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