Cylinder . particle effects stuck on

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CajunRon50
Getting the hang of things now
Posts: 65
Joined: Thu Oct 25, 2007 2:48 am

Cylinder . particle effects stuck on

Post by CajunRon50 »

I'm making another attempt at getting my American Steam locomotive models into RW after almost a year. I've previously had success getting the particle effects for the cylinder cocks on my Altantic 4-4-2 model work properly and they still do. But on my latest modeling attempt (UP9000) they continuously blow steam and never turn off. The "C" key properly opens and closes the cylinder cocks but the steam continuous to blow in either case. The same is occuring for the steam from the whistle. It is continuously blowing. I've been doing side by side comparision of the Source and Bin files between the Atlantic and the UP9000 but can't see any thing different. Does anyone have any idea what might be wrong?
Kariban
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Re: Cylinder . particle effects stuck on

Post by Kariban »

Are the child names for the emitters exactly the same? there's certain reserved names for steam engine emitters, if you don't match them then the game engine won't turn them off.
My posts are my opinion, and should be read as such.
CajunRon50
Getting the hang of things now
Posts: 65
Joined: Thu Oct 25, 2007 2:48 am

Re: Cylinder . particle effects stuck on

Post by CajunRon50 »

The control container name is CylinderCock for both, which is the required standard name. The child emitter is Cylinder . Right and Cylinder . Left for both and these point to the same respective particle files. I was not aware that the child emitter had standard names as well. If so, what should they be? I just used the same name as I knew was working in the Atlantic model. I'm not quite sure I understand how the child emitter is tied to the control (how does it know that Cylinder . Right emitter is tied to the CylinderCock control?
Kariban
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Re: Cylinder . particle effects stuck on

Post by Kariban »

Well you got the names right, 95% sure it's Cylinder Cócks left|right ( without the obvious workaround for the censor! ). As far as I know they're all tied together internally in the same way as the chuff emitter just works without you doing anything explicit to it either. However maybe you have to do something specific in the emitter blueprint, I don't know; I've only ever modified existing cyl cck blueprints.

Edit: no, my mistake, it seems you have to drive them in the engine script - see the default Black5.
My posts are my opinion, and should be read as such.
scefhwil
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Joined: Tue Dec 04, 2001 12:00 am
Location: Bristol, England

Re: Cylinder . particle effects stuck on

Post by scefhwil »

Are all the emitters constantly on (you mention whistle at least) ? If so then it might be that your engine script isn't loading (most likely due to a syntax error) and they aren't being initialised to off, or then scripted to work according to key presses.

Stuart
CajunRon50
Getting the hang of things now
Posts: 65
Joined: Thu Oct 25, 2007 2:48 am

Re: Cylinder . particle effects stuck on

Post by CajunRon50 »

The engine script was the problem. Thanks to Kariban and schefhwil for the great help to me solve this problem. I was using the "example" engine script which apparently is too basic. I copied the Atlantic script in it's place and now all is good. Thanks again!!!
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