Class Train

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  • A train is a collection of vehicles in TRS.
  • They act as a single entity and may be controlled using this class.
  • A train is placed on a track in script by using World.CreateTrain() or TrainUtil.CreateTrainFromSoup().
  • Trainz will automatically create a Train object for each consist that appears in the game.
  • When an existing train is uncoupled and split up into two separate consists a new train object is created.
  • Similarly when two trains couple one of the train objects is destroyed.


Contents

Messages

  • Messages sent to and from Train objects are listed below:


Major Minor Source Destination
Schedule Abort Train Train
Schedule Complete Train Broadcast
Schedule Touch Train Train
Train Deleted Train
Train Entered red signal notify Train Broadcast
Train Entered red signal Signal Train
Train EnterTrack Track Train
Train InnerEnterTrack Track Train
Train InnerLeaveTrack Track Train
Train LeaveTrack Track Train
Train Over advisory speed limit Train Broadcast
Train Over floating speed limit Train Broadcast
Train Over speed limit Train Broadcast
Train ReachedTarget Train Train
Train SlowingForTarget Train Train
Train StartedMoving Train Train
Train StoppedMoving Train Train
Train Under advisory speed limit Train Broadcast
Train Under floating speed limit Train Broadcast
Train Under speed limit Train Broadcast


Constants


Train Control Modes


public define int CONTROL_MANUAL = 1 User controls train, script can change settings.
public define int CONTROL_AUTOPILOT = 2 Autopilot controls train.
public define int CONTROL_AUTOMANUAL = 3 User controls train, autopilot takes over when train is not currently 'focused'.
public define int CONTROL_SCRIPT = 4 Only the script can control the train.


Reverser Traction Modes


public define int TRACTION_FORWARD = 2 Reverse is in forward setting.
public define int TRACTION_NEUTRAL = 1 Reverser is in neutral.
public define int TRACTION_REVERSE = 0 Reverser is in reverse.


Train Brake Modes


public define float TRAIN_BRAKE_RELEASE = 0.0 Train brakes are released.
public define float TRAIN_BRAKE_INITIAL = 1.0 Train brakes are in initial mode.
public define float TRAIN_BRAKE_APPLICATION = 2.0 Train brakes are applied.
public define float TRAIN_BRAKE_HANDLE_OFF = 3.0 Train brake handle is off.
public define float TRAIN_BRAKE_EMERGENCY = 4.0 Train brakes are in emergency stop position.
public define float TRAIN_BRAKE_LAP = 5.0 Train brakes are in the lap position, not available for all trains.


Dynamic Brake States


public define int DYNAMIC_BRAKE_TRACTION = 0 Dynamic brakes in traction mode.
public define int DYNAMIC_BRAKE_NEUTRAL = 1 Dynamic brakes in neutral.
public define int DYNAMIC_BRAKE_BRAKE = 2 Dynamic brakes are on.


Found Results


public define int RESULT_NONE = 0 Item not found.
public define int RESULT_FORWARD = 1 Item is in front of train.
public define int RESULT_INSIDE = 2 Item is within the train, ie between the front and the rear limits.
public define int RESULT_BACKWARD = 3 Item is behind the train.


Measurement Conversion Multipliers


public define float KPH_TO_MPS = 0.278 Kilometres per hour -> Metres per second.
public define float MPH_TO_MPS = 0.447 Miles per hour -> Metres per second.
public define float MPH_TO_KPH = 1.609 Miles per hour -> Kilometres per hour.


Members


public Browser timeTableInfo A publicly accessible Browser object for timetable information.


Methods


AddVelocity

public native void AddVelocity(float velocity)
Parameters
  • velocity = Velocity to add to the current speed of the train.
Returned Value
  • None
Syntax
train.AddVelocity(5.0);	
Notes


ClearTrainTimetable

public void ClearTrainTimetable(ScenarioBehavior rule)
Parameters
Returned Value
  • None
Syntax
train.ClearTimeTable(timetableRule);	
Notes
  • Clears the train timetable of this train.
  • Having cleared the TrainTimetable, it is now safe again to set another TrainTimetable for this train through SetTrainTimetable().
  • This method must only be called by the rule which called SetTrainTimetable() in the first place.
  • It is the responsibility of the caller to post a (TrainTimetable, Touch) message after calling this function.


DecTrainBusy

public void DecTrainBusy(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.DecTrainBusy();	
Notes
  • Decrements this train's busy count.
  • See IsTrainBusy() for further details.


Derail

public native void Derail(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.Derail();	
Notes
  • Deliberately derails the train.


EnablePhysics

public native void EnablePhysics(bool enable)
Parameters
  • enable = True to enable physics calculations for this train, false to disable
Returned Value
  • None
Syntax
train.EnablePhysics(false);		
Notes
  • Turning physics off for scenic rolling stock that the player cannot interact with can boost performance.
  • There is no point in doing physic calculations for idle rollingstock.


GetActiveDriver

public native DriverCharacter GetActiveDriver(void)
Parameters
  • None
Returned Value
  • The active driver of this train, null if there is no driver assigned.
Syntax
DriverCharacter driver = train.GetActiveDriver();		
Notes
  • There may be more than one driver on a train but there is only one active driver and an individual Locomotive may only have one driver assigned.


GetAdvisoryLimit

public native float GetAdvisoryLimit(void)
Parameters
  • None
Returned Value
  • The current advisory speed limit set by script.
Syntax
float speed = train.GetAdvisoryLimit();		
Notes


GetAllowsUserContol

public native bool GetAllowsUserControl(void)
Parameters
  • None
Returned Value
  • True if this train allows the user to control it directly through DCC or Cabin interfaces, false otherwise.
Syntax
bool canDrive =train.getAllowsUserControl();		
Notes


GetAutopilotMode

public native int GetAutopilot Mode(void)
Parameters
  • None
Returned Value
  • One of the Train Control Mode constants defining the method by which the train is currently controlled.
Syntax
int controlMode = train.GetAutopilotMode();		
Notes


GetAutopilotStopJunctionBase

public native JunctionBase GetAutopilotStopJunctionBase(void)
Parameters
  • None
Returned Value
  • The junction object that is preventing the autopilot from taking this train any further, null if the train is not stopped by a junction.
Syntax
JunctionBase junction = train GetAutopilotStopJunctionBase();		
Notes


GetAutopilotStopTrain

public native Train GetAutopilotStopTrain(void)
Parameters
  • None
Returned Value
  • The train that is preventing the autopilot from taking this train any further, null if the train is not being held up by another train.
Syntax
Train otherTrain = train.GetAutopilotStopTrain();		
Notes


GetAutopilotTargetSlowing

public native bool GetAutopilotTargetSlowing(void)
Parameters
  • None
Returned Value
  • True if the autopilot is slowing down for its target destination, false otherwise.
Syntax
bool isSlowing = train.GetAutopilotTargetSlowing();		
Notes


GetDCCThrottle

public native float GetDCCThrottle(void)
Parameters
  • None
Returned Value
  • The DCC throttle setting for this train when using DCC physics.
Syntax
float throttle = GetDCCThrottle();		
Notes
  • The returned value will be in the range [-1.0 .. 1.0] where -1.0 is full throttle in reverse, 0.0 is stationary and 1.0 is full throttle forward.


GetFrontmostLocomotive

public native Locomotive GetFrontmostLocomotive(void)
Parameters
  • None
Returned Value
  • Returns a reference to the frontmost locomotive in the train.
Syntax
Loco = Train.GetFrontmostLocomotive();	
Notes
  • The front of the train is defined relative to the train's current heading.??
  • The train's heading may not correspond to its physical appearance and can change during game play.


GetHeadlightState

public native bool GetHeadlightState(void)
Parameters
  • None
Returned Value
  • True if headlights are turned on, false otherwise.
Syntax
bool lights = train.GetHeadlightState();		
Notes
  • Only the frontmost locomotive will display headlighs.


GetLastVisitedBuildable

public Buildable GetLastVisitedBuildable(void)
Parameters
  • None
Returned Value
  • The last Buildable object visited by this train, null if there have been no such visits.
Syntax
Buildable buildable = train.GetLastVisitedBuildable();		
Notes


GetLastVisitedIndustry

public Industry GetLastVisitedIndustry(void)
Parameters
  • None
Returned Value
  • The last Industry object visited by this train, null if there have been no such visits.
Syntax
Industry industry = train.GetLastVisitedIndustry();		
Notes


GetLastVisitedTrack

public Track GetLastVisitedTrack(void)
Parameters
  • None
Returned Value
  • The last track segment visited by this train.
Syntax
Track track = train.GetLastVisitedTrack();		
Notes
  • Note that the returned value may be null. How is that possible?


GetHighBeams

public bool GetHighBeams(void)
Parameters
  • None
Returned Value
  • True if the frontmost locomotive's high beams are on, false otherwise.
Syntax
bool High_Lights = train.GetHighBeams();		
Notes


GetMaximumCouplingStressVehicle

public native Vehicle GetMaximumCouplingStressVehicle(void)
Parameters
  • None
Returned Value
  • The Vehicle in this consist that is experiencing the greatest level of coupling stress.
Syntax
Vehicle vehicle = GetMaximumCouplingStressVehicle();		
Notes


GetPantographState

public native int GetPantographState(void)
Parameters
  • None
Returned Value
  • The state of the pantographs of the electric locomotives in this train.
Syntax
int pantoState = train.GetPantographState();		
Notes
  • The returned value will be in the range [0..3] where:
    • 0 = Both pantographs down.
    • 1 = Front pantograph up.
    • 2 = Rear pantograph up.
    • 3 = Both pantographs up.


GetPhysicsModel

public native int GetPhysicsModel(void)
Parameters
  • None
Returned Value
  • The mode of control chosen by the player to drive the locomotive
Syntax
int Mode = train.GetPhysicsModel();		
Notes
  • The returned value will be :
    • 2 = CabinControl
    • 1 = DCCMode



GetSmoothedVelocity

public native float GetSmoothedVelocity(void)
Parameters
  • None
Returned Value
  • Returns a smoothed velocity, intended for human consumption.
Syntax
float speed = train.GetSmoothedVelocity();		
Notes
  • If you require an accurate velocity readout for physics operations, use GetVelocity().
  • In practice, even when the train stops completely, it does not report an absolute zero.


GetSpeedLimit

public native float GetSpeedLimit(void)
Parameters
  • None
Returned Value
  • The current sign posted speed limit.
Syntax
float permittedSpeed = train.GetSpeedLimit();		
Notes
  • The speed limit is dependent on trackside signs placed in Surveyor as well as the direction of the train.
  • A default value applies to track that isn't sign posted.


GetTrackmarkDirection

public native int GetTrackmarkDirection(TrackMark mark)
Parameters
  • mark = A reference to the Trackmark to search for.
Returned Value
  • One of the Found Result values representing the location of the given track mark relative to this train.
Syntax
int location = train.GetTrackmarkDirection(trackmark);		
Notes


GetTrainBrakes

public native float GetTrainBrakes(void)
Parameters
  • None
Returned Value
  • One of the Train Brake mode constants indicating the current state of this train's brakes.
Syntax
float brakeState = train.GetTrainBrakes();		
Notes


GetTrainDisplayName

public native string GetTrainDisplayName(void)
Parameters
  • None
Returned Value
  • A localised display name for this train.
Syntax
string trainName = train.GetTrainDisplayName();		
Notes
  • This will be a name Trainz has created for the consist such as "Consist 0" and will match the description shown in the Minimap view.


GetTrainPriorityNumber

public native int GetTrainPriorityNumber(void)
Parameters
  • None
Returned Value
  • Train priority value in the range [1 .. 3]
Syntax
int priority = train.GetTrainPriorityNumber();
Notes


GetTrainTimetable

public TrainTimetable GetTrainTimetable(void)
Parameters
  • None
Returned Value
  • The TrainTimetable that the train is currently using, null if there is none.
Syntax
 TrainTimetable timetable = train.GetTrainTimetable();		
Notes


GetTrainVelocity

public native float GetTrainVelocity(void)
Parameters
  • None
Returned Value
  • The train's current velocity in metres per second.
Syntax
 float speed = train.GetTrainVelocity();		
Notes
  • This function provides the instantaneous velocity for vehicles in this train, which is good for physics calculations but not good for human-readable display. If you want human-readable display, use GetSmoothedVelocity() instead.



GetVehicles

public native Vehicle[ ] GetVehicles(void)
Parameters
  • None
Returned Value
  • Returns an array consisting of all the vehicles making up this train.
Syntax
Vehicle[] vehicles = train.GetVehicles();	
Notes
*GetVehicles[0] is always the front vehicle of the train relative to the train's current heading.	
  • The train's heading may not correspond to its physical appearance and can change during game play.


GetVelocity

public native float GetVelocity(void)
Parameters
  • None
Returned Value
  • The train's current velocity.
Syntax
float speed = train.GetVelocity();		
Notes
  • Warning! The TS10 and TS12 Train.gs scripts advise this method is buggy and to use GetSmoothedVelocity() or GetTrainVelocity() instead.
  • This function provides the instantaneous velocity for vehicles in this train, which is good for physics calculations but not good for human-readable display.


HasReachedInnerJunctionRadius

public bool HasReachedJunctionInnerJunctionRadius(JunctionBase junction)
Parameters
  • junction = JunctionBase object to query.
Returned Value
  • True if this train is within the inner radius of the given junction, false otherwise.
Syntax
bool arrived = train.HasReachedInnerJunctionRadius(junction10);		
Notes


HasTrainTimetable

public bool HasTrainTimetable(void)
Parameters
  • None
Returned Value
  • True if this train has an attached TrainTimetable, false otherwise.
Syntax
bool timed = train.HasTrainTimetable();		
Notes


IsScheduleRunning

public bool IsScheduleRunning(void)
Parameters
  • None
Returned Value
  • True if this train is currently running to a Schedule, false otherwise.
Syntax
bool scheduled = train.IsScheduleRunning();		
Notes


IsScheduleWindowVisible

public bool IsScheduleWindowVisible(void)
Parameters
  • None
Returned Value
  • True if the schedule window for this train is currently open, false otherwise.
Syntax
bool windowOpen = IsScheduleWindowVisible();		
Notes


IsStillInJunction

public bool IsStillInJunction(JunctionBase junction)
Parameters
  • junction = JunctionBase object to query.
Returned Value
  • True if the train holds a Permit for the given junction, flse otherwise.
Syntax
bool inJunction = train.IsStillInJunction(junction10);
Notes


IsStopped

public native bool IsStopped(void)
Parameters
  • None
Returned Value
  • True if the train is currently stationary, false if it is in motion.
Syntax
bool moving=train.IsStopped();		
Notes


IsTrainBusy

public bool IsTrainBusy(void)
Parameters
  • None
Returned Value
  • True if the train's 'busy' count is greater than zero, false otherwise.
Syntax
bool busy = train.IsTrainBusy();		
Notes
  • Using the IncTrainBusy() method, any piece of script code can tag a train being busy.
  • The train can be untagged later by calling DecTrainBusy().
  • This mechanism is mainly used by industries that are doing something with the train.
  • A train can be tagged as being busy more than once by calling IncTrainBusy() multiple times so different industries can tag the train.
  • Each time IncTrainBusy() is called, an internal busy count is incremented and if that busy count is greater than zero, the train is considered busy.


IsViewDetailsVisible

public bool IsViewDetailsVisible(void)
Parameters
  • None
Returned Value
  • true if the ViewDetails window for this train is visible, false otherwise.
Syntax
bool visible = train.IsViewDetailsVisible();		
Notes


MapObjectIsInFront

public bool MapObjectIsInFront(MapObject obj, float range)
Parameters
  • obj = MapObject to search for.
  • range = Maximum search distance.
Returned Value
  • True if the object is found within the specified distance and in front of the train, false otherwise.
Syntax
bool isClose = train.MapObjectIsInFront(terminus,100.0);		
Notes


ReleaseTrackPermits

public void ReleaseTrackPermits(Permit[ ] permitList)
Parameters
  • permitList = Permit array containing a list of permits to release.
Returned Value
  • None
Syntax
train.ReleaseTrackPermits(permitList);		
Notes
  • This method will release any permits from the permitList array that are currently held by this train.
  • Any other permits in the array that are not held by this train will be ignored.


RunSchedule

public thread void RunSchedule(Schedule schedule, bool loop, float delay)
Parameters
  • schedule = The Schedule that the train is to follow.
  • loop = False to run the schedule once, True to repeat it continuously.
  • delay = Time in seconds to wait before starting the schedule.
Returned Value
  • None
Syntax
train.RunSchedule(schedule,false,10.0);		
Notes
  • See Schedule for information on how to build a schedule.
  • Only one schedule may run on a train at a time and the user cannot control the train when it is running a schedule.
  • This method is a thread, so the calling code does not need to wait for it to finish and return before executing other code.


SetAdvisoryLimit

public native void SetAdvisoryLimit(float speed)
Parameters
  • speed = Speed limit to set in KPH metres/second.
Returned Value
  • None
Syntax
train.SetAdvisoryLimit(60.0);
Notes
  • Sets an advisory speed limit for a script controlled train.
  • Use zero in the speed parameter to clear any previously imposed limit.
  • Does this really use KPH, most similar methods use MPS
  • Experimental evidence confirms that it's in m/s not kph or mph


SetAutopilotMode

public native void SetAutopilotMode(int mode)
Parameters
  • mode = One of the Train Control Mode constants specifying the method by which this train is controlled.
Returned Value
  • None
Syntax
train.SetAutopilotMode(Train.CONTROL_AUTOMANUAL);		
Notes


SetAutopilotTarget

public native void SetAutopilotTarget(Buildable buildable, string trigger)
public native void SetAutopilotTarget(Trackside trackside)
public native void SetAutopilotTarget(Track track)
public native void SetAutopilotTarget(JunctionBase junction)
Parameters
  • buildable = Buildable object to use as a destination.
  • trigger = Attached trigger within the buildable, specified by name.
  • trackside = Trackside object to use as a destination.
  • track = Track segment to use as a destination.
  • junction = JunctionBase object to use as a destination.
Returned Value
  • None
Syntax
train.SetAutopilotTarget("Kings Cross Station","trigger1");		
Notes
  • This method sets a destination for the autopilot to take this train to.
  • Objects from respective child classes such as industries, signals and trackmarks may be specified.


SetAutopilotTargetMinimumDistance

public native void SetAutopilotTargetMinimumDistance(float distance)
Parameters
  • distance = The minimum distance in metres, between the train and the autopilot target, to be reached before the train will start to slow down.
Returned Value
  • None
Syntax
train SetAutopilotTargetMinimumDistance(100.0);
Notes


SetAutoPilotTargetMinimumSpeed

public native void SetAutopilotTargetMinimumSpeed(float speed)
Parameters
  • speed = Minimum speed, in metres per second, that the train should be travelling at when it reaches the Autopilot target.
Returned Value
  • None
Syntax
train.SetAutoPilotTargetMinimumSpeed(20.0);		
Notes
  • The documentation seems to mean that the train should be going at 20.0 OR MORE. Shouldn't it be MaximumSpeed???


SetBail

public native void SetBail(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.SetBail();		
Notes
  • Depresses the bail control for a short period.


SetCouplingMask

public void SetCouplingMask(int mask)
Parameters
  • mask = A mask specifying which of the trains exposed couplers are allowed to couple.
Returned Value
  • None
Syntax
train.SetCouplingMask(Vehicle.COUPLE_NONE); // prevents this train from coupling to another in Driver mode.
Notes
  • The mask can be built using the Coupler Flag constants defined in Class Vehicle.
  • This method will not prevent vehicles or trains from coupling in Surveyor, but takes effect in Driver mode.


SetDCCThrottle

public native void SetDCCThrottle(float throttle)
Parameters
  • throttle = Float value in the range -1.0 .. 1.0 defining the throttle setting for the train when using DCC physics.
Returned Value
  • None
Syntax
train.SetDCCThrottle(0.0); //sets the throttle to neutral.		
Notes
  • Full speed ahead is 1.0
  • Maximum in reverse is -1.0
  • Neutral is 0.0


SetDecouplingMask

public void SetDecouplingMask(int mask)
Parameters
  • mask = A mask specifying which of the couplers are allowed to couple, applies to all of the vehicles in the train.
Returned Value
  • None
Syntax
train.SetDecouplingMask(Vehicle.COUPLE_FRONT|Vehicle.COUPLE_BACK); // prevents vehicles being uncoupled from the train in Driver mode.
Notes
  • The mask can be built using the Coupler Flag constants defined in Class Vehicle.
  • This method will not prevent vehicles or trains from being uncoupled in Surveyor, but takes effect in Driver mode.


SetDynamicBrakeMode

public native void SetDynamicBrakeMode(int mode)
Parameters
Returned Value
  • None
Syntax
train.SetDynamicBrakeMode(Train.DYNAMIC_BRAKE_TRACTION);		
Notes


SetFloatingLimit

public native void SetFloatingLimit(float delta, bool enable)
Parameters
  • delta = Tolerance allowed from the posted limit in metres per second.
  • enable = Use true to enable messages related to floating limits, false to disable.
Returned Value
  • None
Syntax
train.SetFloatingLimit(5.0,true);		
Notes
  • Sets the floating speed limit level above the sign posted limit.
  • The floating limit is an amount of tolerance above the current speed limit.
  • Messages for floating speed violations are not to be confused with regular speed limit messages.
  • The floating limit is monitored by the Scenario.Monitor() thread, and may be used for point deduction when speeding. It should therefore be reserved for player trains.


SetHandBrake

public void SetHandBrake(bool state)
Parameters
  • state = Use true to apply the handbrake to all vehicles in this train which are not Locomotives, false to release the handbrake.
Returned Value
  • None
Syntax
train.SetHandBrake(true);		
Notes The use of this function did not reveal any effect on the physics of trains.


SetHeadlightState

public native void SetHeadlightState(bool lightsOn)
Parameters
  • lightsOn = True to turn the headlights on, false to turn them off.
Returned Value
  • None
Syntax
train.SetHeadlightState(true);		
Notes
  • This method affects only the headlights on the frontmost locomotive.


SetHighBeams

public void SetHighBeams(bool value)
Parameters
  • value = True to turn on high beams, false to turn them off.
Returned Value
  • None
Syntax
train.SetHighBeams(true);		
Notes


SetLastVisitedBuildable

public void SetLastVisitedBuildable(Buildable buildable)
Parameters
  • buildable = Sets the last visited buildable to the given object.
Returned Value
  • None
Syntax
train.SetLastVisitedBuildable(KingsCrossStation);		
Notes


SetManualThrottle

public native void SetManualThrottle(int notch)
Parameters
  • notch = Value in the range 0 .. 8 to set the throttle.
Returned Value
  • None
Syntax
train.SetManualThrottle(5);		
Notes


SetPantogaphState

public native void SetPantographState(int state)
Parameters
  • state = Value in the range 0 .. 3 to set the pantographs if this train has them.
Returned Value
  • None
Syntax
train.SetPantographState(3);		
Notes
  • Use one of these values for state:
    • 0 = Both pantographs down.
    • 1 = Front pantograph up.
    • 2 = Rear pantograph up.
    • 3 = Both pantographs up.


SetReverser

public native void SetReverser(int mode)
Parameters
  • mode = One of the Reverser Traction Mode constants defining the required state of the train's reverser lever.
Returned Value
  • None
Syntax
train.SetReverser(Train.TRACTION_REVERSE);		
Notes


SetTrainBrakes

public native void SetTrainBrakes(float mode)
Parameters
  • mode = One of the Train Brake State constants defining the required state of the train's brakes.
Returned Value
  • None
Syntax
train.SetTrainBrakes(Train.TRAIN_BRAKE_EMERGENCY);		
Notes


SetTrainPriorityNumber

public native void SetTrainPriority Number(int priority)
Parameters
  • priority = Priority value in the range 1 .. 3.
Returned Value
  • None
Syntax
train.SetTrainPriorityNumber(2);		
Notes
  • All trains and track sections can be assigned a priority value in the range of [1 - 3] with the default value being 2.
  • The priority value is not a numerical scale of precedence, but a value for the AI driver to attempt to match.
  • This means the driver will prefer track sections that have a priority equal to that of the train.
  • Changing the priority of the train only takes affect when the driver restarts a new schedule.


SetTrainTimetable

public void SetTrainTimetable(TrainTimetable timetable)
Parameters
  • timetable = Assigns the specified timetable to this train.
Returned Value
  • None
Syntax
train.SetTrainTimetable(timetable);
Notes
  • This train must not already have a TrainTimetable assigned.
  • To ensure that this proviso is met, use ClearTrainTimetable() prior to calling this method.
  • It is the responsibility of the caller to post a "TrainTimetable","Touch" message after calling this function.


SetVelocity

public native void SetVelocity(float velocity)
Parameters
  • velocity = Velocity to apply to the train, in metres per second.
Returned Value
  • None
Syntax
train.SetVelocity(0.0); // stops the train, subject to braking performance.		
Notes


ShowInConsistMenu

public native void ShowInConsistMenu(bool show)
Parameters
  • show = True to make this train visible to the in-game consist menu, false to hide it.
Returned Value
  • None
Syntax
train.ShowInConsistMenu(false);		
Notes


SoundHorn

public native void SoundHorn(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.SoundHorn();		
Notes
  • Sounds the horn or whictle for all locomotives in this train.


StopSchedule

public void StopSchedule(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.StopSchedule();		
Notes
  • This method stops the Schedule this train is currently running (if any).


StopScheduleAndWait

public void StopSchedule(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.StopSchedule();		
Notes
  • This method stops the Schedule this train is currently running (if any) and waits until the train's schedule actually stops before returning.
  • If the train is not running a schedule, the method returns after broadcasting a "Schedule","Touch" message, in case someone is listening for schedule messages.


StopTrainGently

public native void StopTrainGently(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.StopTrainGently();		
Notes
  • Brings the train to a halt over a short time period.


TakePermitOnTrack

public Permit[ ] TakePermitOnTrack(bool direction)
Parameters
  • direction = Direction relative to the train in which to take out permits.
Returned Value
  • An array including any permits taken which have not yet been granted to this train. Some of these permits may not yet have been granted.
Syntax
Permit[] permits = train.TakePermitOnTrack(true);		
Notes
  • Gets permits on the current track in the given direction.


TestTrackPermit

public native bool TestTrackPermit(Permit permit, bool innerOnly)
Parameters
  • permit = An existing Permit object.
  • innerOnly = If true the method will test only the inner radius, if false the default radius of 150 metres will be used.
Returned Value
  • True if this train is within the track controlled by permit, false otherwise.
Syntax
bool ownPermit = train.TestTrackPermit(permit1,false);		
Notes
  • The method generates an exception if the permit parameter does not refer to a track.


ToggleScheduleWindow

public void ToggleScheduleWindow(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.ToggleScheduleWindow();		
Notes
  • If the schedule window is already open/visible, this method will destroy it.
  • Otherwise if the view details window is not visible, UpdateScheduleWindow() is called to create it for display.


ToggleViewDetailsWindow

public void ToggleViewDetailsWindow(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.ToggleViewDetailsWindow();		
Notes
  • If the ViewDetails window is already open/visible, this method will destroy it.
  • Otherwise if the view details window is not visible, ViewDetails() is called to create it for display.


TrackSearch

public native MapObject[ ] TrackSearch(bool direction, float distance)
Parameters
  • direction = Direction to search relative to the train's heading, true for forwards, false for backwards.
  • distance = Maximum search distance in metres.
Returned Value
  • An array of objects found along the track in the defined search direction, the array might be empty.
Syntax
MapObject[] objects = train.TrackSearch(true,5000.0) // searches 5km forwards along the track.		
Notes
  • Gets all of the Trackside and SceneryWithTrack objects on a length of track that is either in front of or behind this train.
  • Descendants of these classes are also returned.


TracksideIsInFront

public bool TracksideIsInFront(Trackside obj, float range)
Parameters
  • obj = Trackside object to search for.
  • range = Mximum search distance.
Returned Value
  • True if the object is logically forward of this train, false otherwise.
Syntax
bool found = train.TracksideIsInFront(signal1,500.0);		
Notes


Turnaround

public native void Turnaround(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.Turnaround();		
Notes
  • Reverses the logical direction of the train, ie changes its heading.
  • The physical direction of the vehicles is not altered but the throttle direction is reversed.
  • If the camera is focused on the train in tracking view when this method is called the camera's direction of view (relative to the map) will alter through 180 degrees.


UpdateScheduleWindow

public void UpdateScheduleWindow(string vehicleName)
Parameters
  • vehicleName = Name of vehicle within the train.
Returned Value
  • None
Syntax
train.UpdateScheduleWindow("brake2");		
Notes
  • Updates the schedule window from the given vehicle.


UpdateViewDetails

public void UpdateViewDetails(Vehicle vehicle)
Parameters
  • vehicle = Reference to a vehicle within the train.
Returned Value
  • None
Syntax
train.UpdateViewDetails(vehicle);
Notes
  • Called by Vehicle.UpdateViewDetails() when a vehicle's load has changed so that the train's detail window can be amended.


UpdateViewDetailsLocomotive

public void UpdateViewDetailsLocomotive(void)
Parameters
  • None
Returned Value
  • None
Syntax
train.UpdateViewDetailsLocomotive(vehicle);
Notes
  • Called by Locomotive.UpdateViewDetails() when any of the Locomotive's operating parameters have changed so that the train's detail window can be amended.


ViewDetails

public void ViewDetails(Vehicle vehicle)
Parameters
  • vehicle = Reference to a vehicle within the train.
Returned Value
  • None
Syntax
train.ViewDetails(vehicle);		
Notes
  • This method is called by Vehicle.ViewDetails() when the user has requested to view the details of the consist.
  • It will create a Browser window listing information about the train including who the driver character is and the loads of all vehicles.


WasRunScheduleSuccessful

public bool WasRunScheduleSuccessful(void)
Parameters
  • None
Returned Value
  • True if the most recently run schedule was successfully, false otherwise.
Syntax
train.WasRunScheduleSuccessful();		
Notes


Code Examples


Related Methods

TrainUtil.AreInTrain()
TrainUtil.CreateTrainFromSoup()
TrainUtil.IsInTrain()
World.CreateTrain()
World.DeleteTrain()
World.GetTrainList()

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