No-trains | Synchronised trains and metros

It can work with every game build. Metros do, trains don’t stop at the stations same as single player. Collisions are same with the single player too. Trains will run you over and continue on their way, if you block the metro it will stop until you move.

Resmon value is 0.0

can the trains also be replaced? or does it always have to be the same model?

do npc get on trains and subways?

You can change the models from trains.xml. You can change which train groups spawns on the tracks by editing traintracks.xml. We use tracks 0 and 3, 0 for trains 3 for metro just make sure tracks doesn’t spawn the same models.

No, npcs don’t get on the trains or subways.

Can you tell which servers your script has? So we hope to test with other players

I noticed in your video the rail gates don’t come on. its the smaller details that people see. Here is how its supposed to look

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Could you share how you got the gates working? I only got the sound and the lights itself working but not the gates.

what code are you using to activate the trains?

start with something simple like this in a client.lua

Citizen.CreateThread(function()
SwitchTrainTrack(0, true)
SwitchTrainTrack(3, true)
N_0x21973bbf8d17edfa(0, 300000)
SetRandomTrains(1)
end)

then if they are not functioning yet, you may have to adjust the traffic nodes to make it work

If this feature, will be impomented, then i will look again into this script… if this not, then for rp reasons its not made correctly.
Ping me, if update are pushed about this one.

Sometimes they work, sometimes they don’t I didn’t write additional code for this, game engine handles it. But I’ll look into it to fix it in the next update.

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you have to check your traffic path nodes, make sure they are set to the right settings, make sure there is no conflicts,

So I really dig into this problem and realized that it’s the same bug as the other gates:

Like these gates, sometimes they won’t open until you touched them. I did some tests and I think I know how to fix them. When I’m done I’ll release an open source script to fix this bug for all the gates.

4 Likes

those gates I have a script to remove them from the server. Did you check to see if they are on the door tuning file?

<Item>
  <Name>DefaultBarrierArm</Name>
  <Tuning>
    <AutoOpenVolumeOffset x="0.000000" y="0.000000" z="0.000000" />
    <Flags>AutoOpensForSPVehicleWithPedsOnly AutoOpensForMPVehicleWithPedsOnly</Flags>
    <AutoOpenRadiusModifier value="1.500000" />
    <AutoOpenRate value="0.750000" />
    <AutoOpenCosineAngleBetweenThreshold value="-1.000000" />
    <AutoOpenCloseRateTaper value="false" />
    <UseAutoOpenTriggerBox value="true" />
    <CustomTriggerBox value="false" />
    <TriggerBoxMinMax>
      <min x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
      <max x="0.000000" y="0.000000" z="0.000000" w="0.000000" />
    </TriggerBoxMinMax>
    <BreakableByVehicle value="true" />
    <BreakingImpulse value="0.000000" />
    <ShouldLatchShut value="false" />
    <MassMultiplier value="1.000000" />
    <WeaponImpulseMultiplier value="1.000000" />
    <RotationLimitAngle value="0.000000" />
    <TorqueAngularVelocityLimit value="5.000000" />
    <StdDoorRotDir>StdDoorOpenBothDir</StdDoorRotDir>
  </Tuning>
</Item>

ping me please, when update are pushed.
Thank you!

1 Like

v1.1.0

Preview
Preview

  • Fix for railway barriers.
2 Likes

is another resource? or is include and its a new Update?

It’s included in the update but it only targets the railway barriers, so you can use the free version for fix the other gates too.

1 Like

whats the resmon of this

Resmon value is 0.0