Arma 3
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[EKS] Train System Base
   
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Data Type: Composition
Composition Type: Convoy, Logistics, Patrol, Storage
File Size
Posted
56.968 KB
Apr 20 @ 1:59pm
1 Change Note ( view )

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[EKS] Train System Base

In 1 collection by ekcja
EKS Pack
6 items
Description
[EKS] scripts are fully compatible with Public Zeus servers on the Game Master slot.

Introduction
This script creates a fully functioning train that is compatible with all railroad cars inside of non-modded vanilla Arma 3. Additionally, you can attach anything to the railroad cars using EZM while in Zeus. You can also pre-compose custom carts, like the ones visible in the images above, and give them different purposes, from decoration to transport to providing firepower on the battlefield. The train can be a decoration, an active objective, or an asset for or against players, as it can be outfitted with both friendly and hostile elements.

Basic use tutorial:
1. Put down "PortableHelipadLight_01_green_F" to make a path for the train.
2. (optional) Put down "PortableHelipadLight_01_blue_F" for stations between waypoints for the train to stop at.
(As a Zeus, you may not have access to these objects, it is therefore advised to go to editor, put them down, and save them into custom compositions. I suggest you name them "Railroad Waypoint" and "Railroad Station" respectively, although you can name them however you'd like, as long as it'll enable you to find those objects).
3. Put down the carts of your choosing and flavor.
4. Put down the train.
5. Change the parameters in the configuration UI to your liking.

Configuration UI explanation:
- Search Radius: The train searches for waypoints within the range of the search radius, the default is 3km.
- Speed (m/s): Speed of the train and its carts. By default it's set to 10. I recommend not increasing it above 20.
- Arrival Distance: Train uses this to determine when is it close enough to the waypoint to approach the next one. By default it's set to 5m.
- Turn Rate: How quickly does the train turn on corners. By default it's set to 1 m/s.
- Ground Clearance: How far the train and the carts hover above the ground. By default it's set to 0.55. I recommend not decreasing it below 0.5.
- Station Wait Time: How long does the train wait at the station it arrives to, should any exist. By default it's set to 20 seconds.
- Frame Delay: The fps of the train. The higher it is, the smoother the train and the carts will be at the expense of performance. By default it's set to 0.033 (30fps). I recommend not decreasing it below 0.16 (60fps).
- Loop Indefinitely: If set to true, the train will loop indefinitely, and upon reaching the last waypoint, it will start going back and repeat the loop until it's destroyed.
- START TRAIN: Starts the train with the above parameters.
- STOP TRAIN: Stops the train, equivalent to using 'ESC' button in the UI menu. To start the train, you need to place down a new train and delete the old one.



It is not advised to place multiple active trains at the same time just like it is highly not recommended to give the train too many frames per second for movement as it can have terrible consequences for performance and gameplay!
9 Comments
Jon Of Arc May 4 @ 3:42pm 
@ekcja thanks for the clarification. And yes it would be helpful having a composition for the portable helipad green and blue lights. Unless you're able to just use update this workshop item to include all of them?
JeweL May 4 @ 1:28pm 
@ekcja That would be good actually.
ekcja  [author] May 4 @ 1:11am 
To answer your last question, train cars automatically link with the train engine in the front as long as they are in a close proximity to the train engine. Also, the place they will take in the row will depend on how close they are to the engine as compared to other carts. The closest cart will be first, the furthest one last, and anything in between.

Now to answer your first question I could make another composition with those objects and then make this composition require that composition so that you would download and have both, if that's what you want.
Jon Of Arc May 3 @ 12:36pm 
Thanks for the mod really cool! For future updates would include having the two objects needed for paths/waypoints already included as compositions. (Instead of having to save it ourselves)
1. "PortableHelipadLight_01_green_F" to make a path for the train.
2. (optional) Put down "PortableHelipadLight_01_blue_F" for stations between waypoints for the train to stop at.

Also if you put down other train cars, do they automatically link with the train engine composition? Or do you have to attach object using EZM etc/build it altogether in the editor before spawning?
ekcja  [author] Apr 27 @ 2:25am 
It should be possible I think, yes.
Smachina Apr 27 @ 1:47am 
Bro, you did a great job!
I'm curious, and if based on your mod put a model of an armored train from WWI, will it be possible to make it work? Not a composition, but as a full-fledged separate transport.
ekcja  [author] Apr 27 @ 1:13am 
Well I didn't know how to use the other train mod and I wanted to play with it in public zeus servers so I made this one,
If I had a nickel for every train simulator Arma 3 mod...

I'd have two nickels, which isn't a lot but it's weird it happened twice.
I like trains. :jake::steamthumbsup: