View Full Version : False Activations
04-26-2010, 09:52 PM
Not that this is a huge bothersome issue with me, but I am wondering how it might be corrected. The picture enclosed of a crossing which activates when a train approaches on a nearby track that does not bisect the roadway.
04-26-2010, 10:54 PM
MSTS LevelCr objects seem to have three distinct states:
The LevelCr object is functioning from the presence of a train. Any animation is performed, and the crossing.sms event(s) fire.
The LevelCr object is not activated and is waiting for a train on approach to Activate it.
The LevelCr object is disabled because there are protected tracks which are active.
By default, all LevelCr objects are Dormant. A LevelCr object only becomes Live when a train is routed on a track through one of its track marker boxes. The routing can be anywhere on the TDB. Once Live, the LevelCr object awaits the conditions to Activate. The LevelCr object remains Live until it is unloaded from memory.
A Live LevelCr object using the "Activate Early by" value can Activate by the mere proximity of a train, even on another track that will never cross the object's track markers. MSTS doesn't analyze the train's vector so much as the raw distance. However, a train must be routed through the LevelCr object in order to make the object Live in the first place. If a train isn't ever routed though the crossing, then the object can't become Live and won't activate.
You can effectively disable a Live LevelCr object by moving the camera a distance sufficient to unload its world tile.
04-27-2010, 12:30 PM
Funny. If you wanted it to do that - it wouldn't!
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