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lc_us.lua Script for crossing gate - where did it go?

Unread postPosted: Sun Oct 13, 2013 11:05 am
by Zayphod
I was checking out how to fix the level crossing gates for the US so they don't come in 5 minutes before the gates actually come down and came across a very old post here (2010). It mentioned how to do it on script file lc_us.lua which is supposed to be in the Kuju level crossings folder. It was there in the TS2013 version and experimented with it about two days before the upgrade for TS2014 came in. Well, that script file seems to have vanished into thin air now, though the gated signals still work (via their older default scripts).

It used to be under Kuju/RailSimulatorUS/LevelCrossings but that folder is now empty. In fact, now that I'm looking at them while typing this, all the folders under RailSimulatorUS are there, but they're all empty. I've tried searching for the file, and do find a bunch of .lua files, but nothing that seems related to the script I was originally looking for.

These are the directions I was originally trying to follow:
In the Script component BP field, copy-paste the name of the LUA script. The default one is called lc_us.lua and you can find it in the LevelCrossings folder under RailSimulatorUS. I made a copy of it and placed it among the other files in my Source folder. I used it as is except for the following minor edits. Open your copy of the LUA file using Notepad and find these lines:

-- Trigger distances
WARN_DISTANCE = 800.0
CLOSE_DISTANCE = 550.0
PASS_DISTANCE = -100.0


I know it has to be somewhere since the signals are following directions from their script, but I have no idea where that file is now. I'm thinking that TS2014 may have it under a different name now or under a completely new folder. Any ideas?

Thanks in advance.

Re: lc_us.lua Script for crossing gate - where did it go?

Unread postPosted: Sun Oct 13, 2013 11:18 am
by Bananarama
The file is now contained in the RailSimulatorUS.ap file. Search the forum here - there's already been plenty of talk on the *.ap format. :D

Re: lc_us.lua Script for crossing gate - where did it go?

Unread postPosted: Sun Oct 13, 2013 11:30 am
by Zayphod
Hack wrote:The file is now contained in the RailSimulatorUS.ap file. Search the forum here - there's already been plenty of talk on the *.ap format. :D


AAArrggg! I hate when they do that! *!embar*! I had seen discussions about .ap files but since I had no idea what they are or do (and I have no way to open them) I hadn't been paying any attention to those threads. Ok, well, now that I know it's not going to be as simple as it used to be, I'll give it a look-at. Thanks.

Edit: just went through the 4 pages of the .ap discussion. Jeezz.

BTW, on the old MS Train Simulator, when setting up a level crossing, you could edit the start times etc right there after placing it. Can that still be done for each level crossing set down, or is that history (I'm assuming history)?

Also, while asking about level crossings - Don't they have the old crossbucks in the editor anymore? Noted stop signs but no crossbucks.

Re: lc_us.lua Script for crossing gate - where did it go?

Unread postPosted: Sun Oct 13, 2013 1:34 pm
by buzz456
And somebody could have just told you to open them with 7zip.

Re: lc_us.lua Script for crossing gate - where did it go?

Unread postPosted: Sun Oct 13, 2013 7:19 pm
by Bananarama
Zayphod wrote:Also, while asking about level crossings - Don't they have the old crossbucks in the editor anymore? Noted stop signs but no crossbucks.

You can use the ones in the ScaleRoad pack. :D

Re: lc_us.lua Script for crossing gate - where did it go?

Unread postPosted: Sun Oct 13, 2013 7:20 pm
by PapaXpress
I think the new RCAP v2 has some.

Re: lc_us.lua Script for crossing gate - where did it go?

Unread postPosted: Sun Oct 13, 2013 7:38 pm
by Zayphod
Hack wrote:
Zayphod wrote:Also, while asking about level crossings - Don't they have the old crossbucks in the editor anymore? Noted stop signs but no crossbucks.

You can use the ones in the ScaleRoad pack. :D

PapaXpress wrote:I think the new RCAP v2 has some.


Ok, thanks, I'll look there. Odd, though, that they're not in the regular fly-out. You'd think (for US routes) they'd be a "must be included" item for all the obvious reasons. Oh, well, it's a visual thing and I'm sure the AI cars will know what to do. ;)

Re: lc_us.lua Script for crossing gate - where did it go?

Unread postPosted: Sun Oct 13, 2013 7:42 pm
by PapaXpress
I am not sure why you are not finding them. They are in a lot of RCS stuff, as well as 3DTrains (scalerail), and more.