PolyesterMafia wrote:And now for Part 2: Can an AI train be used to trigger a message that the player can see? Say, you want to simulate radio chatter, such as an AI train passing a nearby signal and announcing the signal indication, or triggering an instructional message after it passes by?
Try this: instead of using a trigger instruction, use a Drive To / Go Via. For example, look at the AI driver's route in the editor and select an intermediate marker, then create a Go Via (a Drive To with the speed set at 1 or more mph/kph) and place a message in the appropriate box. In some cases (but this is not consistent and I haven't tried it since TS2014 made its appearance), the message will display on screen when the AI engine passes through the marker. Both I and another scenario writer I know have used this successfully in the past. Be aware, however, that the editor may not allow a Go Via to be placed at a particular marker, even though the editor clearly shows the train passing through it -- another of those "go figure" moments we all enjoy so much in this sim).
Just one added note about turning a Drive To instruction into a Go Via: any speed may be assigned to an AI train, thus controlling that train's velocity through the marker, but assigning anything more than 1 to the player train may result in failure (i.e., no check mark in the F1 list and possibly no green check at the end) if the train does not pass through the marker at that precise speed. I've never tried using this as a way to penalize a player for speeding, but that can be done through the use of a LUA script, as demonstrated in some of the scenarios included with the Stevens Pass route.
As already mentioned, having an AI train take a designated action when the player train reached a particular marker is a much desired goal for scenario writers.