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What is the script?


Dr. John
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The download link was broken so I thought I would make one myself. So, what opcode has been used here?

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Haha, I lol'd, very funny.

 

Search for TRAIN in opcode search tool and you will found the necesary opcodes.

 

Basically is:

If player is at crazy train location, destroy all trains and disable train traffic then spawn two trains, when the trains arrive a point destroy it and respawn.

If the player go out of crazy trains point, destroy it and reenable train traffic.

 

Have fun

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The download link was broken so I thought I would make one myself. So, what opcode has been used here?

try this

 

{$CLEO .cs}:TRAIN_crash03A4: name_thread 'TRAIN' 0006: [email protected] = 0 0006: [email protected] = 0 :TRAIN_250001: wait 0 ms 00D6: if 0256:   player $PLAYER_CHAR defined 004D: jump_if_false @TRAIN_25 if00FE:   actor $PLAYER_ACTOR  0 (in-sphere)near_point -1982.1246 -594.5937 25.7206 radius  100.5  100.5  50.5 004D: jump_if_false @TRAIN_136 00D6: if 0039:   [email protected] == 0 004D: jump_if_false @TRAIN_222 0006: [email protected] = 1 //00BC: show_text_highpriority GXT 'FEM_ON' time 3000 flag 1  // ON06D7: enable_train_traffic 0 0002: jump @TRAIN_248 :TRAIN_13600D6: if 0039:   [email protected] == 1 004D: jump_if_false @TRAIN_25 0006: [email protected] = 0 //00BC: show_text_highpriority GXT 'FEM_OFF' time 3000 flag 1  // OFF06D7: enable_train_traffic 0 07BE: remove_references_to_train [email protected] 07BE: remove_references_to_train [email protected] 0001: wait 1000 ms0002: jump @TRAIN_25 :TRAIN_22200D6: if and0039:   [email protected] == 1 0019:   [email protected] > 7000 004D: jump_if_false @TRAIN_25 06D7: enable_train_traffic 0 07BE: remove_references_to_train [email protected] 07BE: remove_references_to_train [email protected] 0006: [email protected] = 00001: wait 1000 ms 0002: jump @TRAIN_25:TRAIN_2480247: load_model #FREIGHT 0247: load_model #FREIFLAT 0247: load_model #STREAK 0247: load_model #STREAKC 0001: wait 0 ms 00D6: if or8248:   not model #FREIGHT available 8248:   not model #FREIFLAT available 8248:   not model #STREAK available 8248:   not model #STREAKC available 004D: jump_if_false @TRAIN_310 0002: jump @TRAIN_248 :TRAIN_31006D8: [email protected] = create_train_at -1981.207 -474.4401 25.7109 type 12 direction 0 06DC: set_train [email protected] acc 60.0 06DD: set_train [email protected] speed 70.00001: wait 1000 ms06D7: enable_train_traffic 0 06D8: [email protected] = create_train_at -1979.603 -678.1725 27.759 type 12 direction 1 06DC: set_train [email protected] acc 60.0 06DD: set_train [email protected] speed 70.0 0006: [email protected] = 0 0249: release_model #FREIGHT 0249: release_model #FREIFLAT 0249: release_model #STREAK 0249: release_model #STREAKC0002: jump @TRAIN_25

 

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I can see that XYZ Cods are of that tunnel. In that case, If I add cods of other areas then will this be the output? Thank you ZAZ.

 

Edited by Dr. John13
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Sorry for Double Post.

 

Tested it and found that the swamping rate is low. Which opcode should be edited for good swamping rate?

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I tried to add this opcode in the :tag 237

 

 

00AE: set_car [email protected] traffic_behaviour_to 3

 

 

But, whenever I go to the tunnel, it crashes. I wanted to make the drivers aggressive and not to follow the red signal but in vain. confused.gif What to do? Here's the whole structure:

 

 

// This file was decompiled using sascm.ini published by Seemann (http://sannybuilder.com/files/SASCM.rar) on 13.10.2007{$VERSION 3.1.0027}{$CLEO .cs}//-------------MAIN---------------thread 'TRAIN' [email protected] = 0 [email protected] = 0 :TRAIN_25wait 0 if   Player.Defined($PLAYER_CHAR)else_jump @TRAIN_25 if 00FE:   actor $PLAYER_ACTOR sphere 0 in_sphere -1982.125 -594.5937 25.7206 radius 100.5 100.5 50.5 else_jump @TRAIN_129 if  [email protected] == 0 else_jump @TRAIN_179 [email protected] = 1 06D7: enable_train_traffic 0 jump @TRAIN_237 :TRAIN_129if  [email protected] == 1 else_jump @TRAIN_25 [email protected] = 0 06D7: enable_train_traffic 0 07BE: remove_references_to_train [email protected] 07BE: remove_references_to_train [email protected] wait 0 jump @TRAIN_25 :TRAIN_179if and [email protected] == 1  [email protected] > 5200 else_jump @TRAIN_25 06D7: enable_train_traffic 0 07BE: remove_references_to_train [email protected] 07BE: remove_references_to_train [email protected] [email protected] = 0 wait 0 jump @TRAIN_25 :TRAIN_23700AE: set_car [email protected] traffic_behaviour_to 3 Model.Load(#FREIGHT)Model.Load(#FREIFLAT)Model.Load(#STREAK)Model.Load(#STREAKC)wait 0 if or  not Model.Available(#FREIGHT)  not Model.Available(#FREIFLAT)  not Model.Available(#STREAK)  not Model.Available(#STREAKC)else_jump @TRAIN_306 jump @TRAIN_237 :TRAIN_30606D8: [email protected] = create_train_at -1981.207 -474.4401 25.7109 type 12 direction 0 06DC: set_train [email protected] acc 60.0 06DD: set_train [email protected] speed 70.0 wait 0 06D7: enable_train_traffic 0 06D8: [email protected] = create_train_at -1979.603 -678.1725 27.759 type 12 direction 1 06DC: set_train [email protected] acc 60.0 06DD: set_train [email protected] speed 70.0 [email protected] = 0 Model.Destroy(#FREIGHT)Model.Destroy(#FREIFLAT)Model.Destroy(#STREAK)Model.Destroy(#STREAKC)jump @TRAIN_25

 

Edited by Dr. John13
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I want all the vehicles who are around the sphere to be aggressive and not a specific. I see that 33 here represents train. Now I can't find parser for each vehicle. confused.gif

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I want all the vehicles who are around the sphere to be aggressive and not a specific. I see that 33 here represents train. Now I can't find parser for each vehicle. confused.gif

i thought you want that the trains pass more often, therefor the timecheck [email protected] > 7000

but if i understand you right, you want to increase the traffic density

remove that: 00AE: set_car [email protected] traffic_behaviour_to 3

you need to check for random cars

Edited by ZAZ
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In which tag should I put that opcode. Atleast there will be more hits when a car passes from the tracks.

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