Coolhand101, on 09 August 2016 - 05:27 PM, said:
Increasing the distance made no difference!
Then it works differently than I was thinking. It seems to me that the Activation Distance should override whether a train is moving or not, and the Signal-At-Stop-In-between should override that. But I was also thinking that your station stop was before the crossing, too.
Coolhand101, on 09 August 2016 - 05:27 PM, said:
The DRP held the signal at danger. As i was coming into the station, the DRP tripped, the signal started flashing and the crossing lights and alarm sound came on. Success!!!.....
No, it was very short lived. As soon as i came to stand in the station, and well inside the activation distance. The crossing lights stop flashing and the traffic started to move. Moving a tad, then stopping, the crossing once more activated and stayed that way until my train passed.
Conclusion, it appears that if a signal before a crossing is showing a stop aspect, and that signal clears. The distance activation no longer works to that crossing unless the train moves slightly then stops, causing the activation distance to work again. Could this be a bug?
The game is designed to stop the LevelCr objects if a train moving towards the crossing stops and/or reverses before actually getting to the level crossing. I would expect the activation distance to take effect if it's large enough, but apparently it does not.
Not sure I'd call it a bug, (I am biased—I've been fine with how it works) but there's still may be room for improvement. You should ask Carlo and/or Rob about it, if they don't notice this thread.
I also meant to mention above, you said that the crossing alarm sound stops. From what I can tell, that
is a bug, which happens to me sometimes, but I have yet to identify the circumstances that cause it to happen. It does seem more prone to happening at some level crossings and not others, but I do not know why.
Coolhand101, on 09 August 2016 - 05:27 PM, said:
Also, the ( two ) red flashing crossing lights when not activated, one has a permanently lit steady red light. I would like this light not to displayed when the crossing is inactive. Any ideals?
Btw, your trick for the negative number in the RE crossing box worked 100%.
The flashing-light shapes have to be especially-designed to be animated as a LevelCr object like that. Animation frame #0 must have all lights be "off," for example. Additionally, there must be "all off" frames during transitions from one light to another so that the animation doesn't seem lop-sided (assuming that is not prototypical).
You can convert the appropriate
.s file to Unicode and hack its animation parameters to achieve this, similar to what has been done to get the turntable shapes to work. At the end of the file where the animation information is, there should be a series of
linear_pos groups. Each
linear_key under that marks an animation keyframe which controls the animation at specific frame numbers (the first parameter). Since how the shape is specifically animated can vary, I can't walk you through further than that. But what you need to do is to figure out which key numbers mean which positions the animated objects and then arrange/add/remove them so they're correct. If you want to get serious about that, I suggest you start a new thread.