Arma 3
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Advanced Train Simulator (ATS)
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Data Type: Mod
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215.599 MB
26/mar./2017 às 9:05
22/jul./2017 às 11:59
13 notas de atualização (ver)

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Advanced Train Simulator (ATS)

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Advanced Arma Pack
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Descrição
Advanced Train Simulator (ATS)

Discussion Fourm: https://forums.bistudio.com/forums/topic/203170-advanced-train-simulator-ats

Got Questions? Join ATS Discord:
https://discord.gg/RHkGYCt

Donations would be greatly appreciated! Click here to donate[www.paypal.com]!

Features:

- Drive and ride on trains in Arma 3!
- Supports all existing trains and tracks on Tanoa.
- Create custom tracks by placing APEX or Arma 2 track objects in the editor (see directions below).
- Multiplayer support. Mod only required to be installed on server. (but needed on clients if you want custom trains or sounds - recommended!)
- Supports APEX and CUPS train models.
- Supports APEX tracks (CUPS tracks still in the works!).
- 22 train cars included
- Arma 2 tracks included
- Most of the custom trains have headlights.
- Blow up trains. Players riding in the cars will be killed.
- TNT car will create larger explosions when blown up.
- Supports cable cars!




Credits:

ats/core created by duda, eagledude, Aussie
ats/tracks/cable created by hcpookie
ats/trains/A2 created by BI imported by Aussie and eagledude
ats/trains/AE created by Arunas B., imported by IN005
ats/trains/cable created by Turgut G, imported by hcpookie
ats/trains/SD60 created by PolySquid, imported by IN005
ats/trains/steam created by Profi Developers, imported by badbenson
ats/trains/vl created by Citizenship, imported by hcpookie and duda
ats/trains/metro created by PR0L4M3
ats/tracks/a2 created by BI and included with permission from CUP and help from eagledude and Aussie
ATS trailer created by Dan

Directions:

While outside of a train, there are a few actions you can perform. Look directly at the train to get these possible actions:

- Get in Train as Driver: When looking at a train engine, you'll get this option to become the driver of the train. See train driver controls below.
- Disconnect Car: When looking at a car connected to a train, you'll get this option. This will disconnect the car from the train. The train cannot be moving.
- Ride Train: When looking at a train car (attached to a train someone else is driving) you'll get this option to ride the train. See train passenger controls below.

Train Driver Controls:

- Move Forward (defaults to W key): Speed up the train
- Move Backward (defaults to S key): Slow down the train
- Turn Left (defaults to A key): Controls track switching. Hold "Move Left" as you pass an intersection to direct the train down the left-most path.
- Turn Right (defaults to D key): Controls track switching. Hold "Move Right" as you pass an intersection to direct the train down the right-most path.
- Enabled / Disable Cruise Control (C key): When enabled, the train will maintain its current speed automatically (even if you jump out of the train - runaway train!)
- Break (B key): A faster way to slow down your train besides holding down the Move Backwards key
- Exit Train (delete key): Exit the current train.
- First Person / 3rd Person View (numpad-enter key): Toggles between first and 3rd person in the train. You can also use the mouse wheel to zoom into 1st person.
- Horn (H key): Train horn (hold for longer horn)
- Bells (G key): Train bells (hold for longer bells)
- Turn off Engine (E key): Turn off engine when train isn't moving
- Lights (L key): The A2 and High Speed trains support lights

Note: If you don't hold left or right while passing an intersection, the train will choose the path that requires the least amount of turning.

Train Passenger Controls:

- Exit Train (delete key): Exit the current train
- First Person / 3rd Person View (numpad-enter key): Toggles between first and 3rd person in the train. You can also use the mouse wheel to zoom into 1st person.

Train Placement

Train objects can be placed on any tracks, including custom tracks. The train must be placed on top of the track. It's not important that the train object lines up perfectly. As long as it's on top of the track, it will work. All existing trains on the Tanoa map will work as-is. Currently, all of the train objects from APEX and CUPS are supported.

Track Placement

Custom track objects can be placed via the editor on any map. They can also connect on to the existing tracks placed on Tanoa. Only the track objects included with APEX are supported.

Note for mission makers: If you're having issues getting your custom tracks to work, you can turn on track detection debugging. (set ATRAIN_Track_Debug_Enabled = true in init.sqf). It will show arrows as it's attempting to detect the tracks. It will also show markers on the map for the detected track routes.

1. All tracks must be terminated with the track termination object. If you don't do this, the train won't be able to follow your track that has no termination.



2. Intersections must use the intersection track objects. Intersection track objects can be place on top of other tracks. You cannot create intersections using straight or curved tracks.



Installation:

1. Subscribe via steam
2. If installing this on a server, add the addon to the -serverMod command line option. It's required on the server side and is not required for clients (unless you're using the new trains or want custom sounds - recommended!).

FAQ

*Battleye kicks me when I try to do xyz. What do I do?*

You need to configure Battleye rules on your server. Below are the files you need to configure:

setvariable.txt

Add the following exclusions to the end of all lines starting with 4, 5, 6, or 7 if they contain "" (meaning applies to all values):

!"ATRAIN_"

setvariableval.txt

If you have any lines starting with 4, 5, 6, or 7 and they contain "" (meaning applies to all values) it's not going to work. Either remove the line or explicitly define the values you want to kick. Since the values of the variables above can vary, I don't know of a good way to define an exclusion rule.

Also, it's possible there are other battleye filter files that can cause issues. If you check your battleye logs you can figure out which file is causing a problem.

My server is blocking script remote executions. How do I fix this?

Most likely your server is setup with a white list for remote executions. In order to fix this, you need to modify your mission's description.ext file, adding the following CfgRemoteExec rules. If using InfiStar you should edit your cfgremoteexec.hpp instead of the description.ext file. See https://community.bistudio.com/wiki/Arma_3_Remote_Execution for more details on CfgRemoteExec.

class CfgRemoteExec
{
class Functions
{
class ATRAIN_fnc_unregisterTrainAndDriver { allowedTargets=2; };
class ATRAIN_fnc_registerTrainAndDriver { allowedTargets=2; };
class ATRAIN_fnc_updateTrackMap { allowedTargets=2; };
class ATRAIN_fnc_hideTrainObjectGlobal { allowedTargets=2; };
class ATRAIN_fnc_hidePlayerObjectGlobal { allowedTargets=2; };
class ATRAIN_fnc_requestATSInstall { allowedTargets=2; };
};
};

Got Questions? Join ATS Discord:
https://discord.gg/RHkGYCt
Discussões populares Ver todos (6)
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18/jun./2017 às 20:36
attachTo functionality
𝙱𝚎𝚚𝚞𝚒𝚗
596 comentário(s)
noob get rekt 10 de nov. às 12:07 
How to spawn on zeus?
Barmaros 12 de ago. às 11:41 
Not a very good mod, considering *where* it died on its own roadmap.
tufismail 30 de mai. às 17:14 
I printed your mod:steamthumbsup:
Major Mayhem 15 de mai. às 11:04 
great Mod would be so nice to see an WWII era Locomotive. is anyone working on one?
Pop Goes My Pussy 10 de mar. às 10:45 
I LOVE YOU SO MUCH THANK YOU FOR BRINGING THIS INTO MY LIFE
PilotMan 1 de mar. às 22:14 
A man can only wish this'll get updated and include the more newer maps like Green Sea.
Wick 8 de fev. às 18:49 
I'll be honest, I hope that this gets implemented in Arma 4. We added ATS to our server, and having a train has been amazing.
The2lied 20 de jan. às 0:38 
Arma 4 hopefully, Arma 3 is well past its age tbh.
ShiaLaBunion5 11 de jan. às 17:36 
And we'll be glad to have you back in 2034
duda  [autor(a)] 11 de jan. às 6:20 
I've been just waiting around for Arma 4