ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'advtrains_itrainmap' in callback on_chat_message(): ...est-5/bin/../mods/advtrains/advtrains_itrainmap/init.lua:55: attempt to index field 'detector' (a nil value)
stack traceback:
...est-5/bin/../mods/advtrains/advtrains_itrainmap/init.lua:55: in function 'create_map_form'
...est-5/bin/../mods/advtrains/advtrains_itrainmap/init.lua:116: in function 'func'
/root/minetest-5/bin/../builtin/game/chatcommands.lua:30: in function </root/minetest-5/bin/../builtin/game/chatcommands.lua:9>
/root/minetest-5/bin/../builtin/game/register.lua:419: in function </root/minetest-5/bin/../builtin/game/register.lua:399>
if event.train then
atc_send("B0") -- this makes the train stop when it passes over the rail first
elseif event.ext_int then
atc_send("S8") -- starts the train when an "external interrupt" is received
end
interrupt_pos("nameofatc1", "")
interrupt_pos("nameofatc2", "")
a.s.o.
orwell wrote:Not with mesecons.
I originally planned mesecons integration for the ATC tracks. However, a major drawback of mesecons is that it doesn't work in unloaded terrain, making automatic systems with Mesecons impossible. This is the reason I dropped this and created the Lua-Atc system.
dogMine wrote:
micheal65536 wrote:dogMine wrote:
Those french trains look awesome, did you make those yourself? Are they available for download anywhere?
rubenwardy wrote:From reading the wiki, it looks like a train is represented by two things - a pure Lua train which moves around a pure Lua network, and then the actual wagon entities created from that. This means that you don't need all the map loaded for the trains to run. Is this correct?
This would be exactly what I wanted to see here: viewtopic.php?f=47&t=2145
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