Arma 3
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Advanced Train Simulator (ATS) Dev Build
   
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Data Type: Mod
File Size
Posted
Updated
222.194 MB
29 Dec, 2017 @ 2:51pm
2 Jun, 2018 @ 9:19am
6 Change Notes ( view )

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Advanced Train Simulator (ATS) Dev Build

In 1 collection by duda
Advanced Arma Pack
9 items
Description
Dev build of ATS ( http://steamproxy.net/sharedfiles/filedetails/?id=891938535 )

New features (beyond current ATS release):

- Train collisions
- Improved train attachments
- Louder train sounds
- CUP track support (aka works on Chernarus!)

Note: New features have not been fully tested in MP or SP

Some scripts you can try using with this version:

1. Create a train via script and give it some speed (place this in the init field of any train engine object placed on the map):

this call {
_train = [_this] call ATRAIN_fnc_createTrain;
for "_i" from 0 to 5 do
{
[_train, "ATS_Trains_AE_Wagon"] call ATRAIN_fnc_attachTrainCar;
};
_train setVariable ["ATRAIN_Remote_Cruise_Control_Enabled", true, true];
_train setVariable ["ATRAIN_Local_Velocity", 12];
_train setVariable ["ATRAIN_Remote_Velocity", 12, true];
};

2. Derail the train (assumes the name of the editor-placed engine is TRAIN)

[[TRAIN] call ATRAIN_fnc_getTrain] call ATRAIN_fnc_derailTrain

3. Control who can get in the train:

[{some code that returns true or false. _this select 0 is the player},"You need a license to drive this train"] call ATRAIN_fnc_setTrainDriveCondition;
[{some code that returns true or false _this select 0 is the player},"You need a license to ride this train"] call ATRAIN_fnc_setTrainRideCondition;


New CfgRemoteExec Rules:

class CfgRemoteExec
{
class Functions
{
class ATRAIN_fnc_requestATSInstall { allowedTargets=2; };
class ATRAIN_fnc_updateTrackMap { allowedTargets=2; };
class ATRAIN_fnc_registerTrain { allowedTargets=2; };
class ATRAIN_fnc_registerTrainCar { allowedTargets=2; };
class ATRAIN_fnc_hideTrainObjectGlobal { allowedTargets=2; };
class ATRAIN_fnc_hidePlayerObjectGlobal { allowedTargets=2; };
};
};
43 Comments
Shadow 24 Feb @ 6:00pm 
Is this still being worked on?
grahame 26 Jan @ 4:42pm 
Hi Duda, what's up mate? Pretty much finished work on integrating Enoch rail lines. Would love to contribute the changes (based on this dev version), just need to finish up checking on a couple of pathing errors specific to Chernarus 2020... https://www.youtube.com/watch?v=EJT8sMiAOcM
TunTeb 5 Aug, 2023 @ 9:48pm 
sad to see that the mod is dead
HCHermit 8 Jul, 2023 @ 9:17am 
GREAT Mod shame it seems to have died out. But still manage to make a nazi train to attack for a vid https://youtu.be/Psv0_Iuly6g
[EC] HAWK 29 May, 2023 @ 7:33pm 
https://youtu.be/J7Kjd9xDp6U need only possibility to transportation cargo
ShiaLaBunion5 27 Mar, 2023 @ 3:32pm 
I honestly think this is one of the most tragic mod losses for the community. So many cool missions that could have been created with a finished version.
Cherry 19 Feb, 2023 @ 8:51am 
May not be maintained but well done for getting it as far as you did. I was disappointed to see it didn't work on Livonia, but at least this version works with CUP maps.
alfabrava 3 Feb, 2023 @ 9:37pm 
Works great on the Namalsk map. But how to create a train movement with stops at certain places?
Jax 27 Jan, 2023 @ 3:45am 
Hate to say it but I think it's dead
Rickoshay 7 Dec, 2022 @ 12:33am 
Very clever work Duda and co! This would be great on Livonia once you've finished testing.