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m (footnote+punctuation; clarity(?)) |
(Note about a weird RR quirk, also mention CC2Edit) |
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If a '''track switch''' is on the junction, then only one train piece is enabled at a time, and the enabled piece switches via a [[gray button]] press, an electrical signal if it is connected to [[wire]], or an object travelling over it if the track is unwired. Any track tile can have a track switch, even though the switch only has an effect when there are at least 2 tracks on the tile. The tracks will always cycle in this order, skipping pieces when they are missing from the tile: NE, SE, SW, NW, EW (horizontal), NS (vertical). | If a '''track switch''' is on the junction, then only one train piece is enabled at a time, and the enabled piece switches via a [[gray button]] press, an electrical signal if it is connected to [[wire]], or an object travelling over it if the track is unwired. Any track tile can have a track switch, even though the switch only has an effect when there are at least 2 tracks on the tile. The tracks will always cycle in this order, skipping pieces when they are missing from the tile: NE, SE, SW, NW, EW (horizontal), NS (vertical). | ||
If an object other than a ghost enters a track from an illegal direction, either by carrying an RR sign (and then dropping it), the way the level starts,<ref group=note>Internally, CC2 records entrance direction independently of the direction that objects face — if the player tries to exit in a legal but blocked direction, they will turn to push against the obstacle, but the legal exits will be unchanged. For actors that start the level on a railroad, the entrance direction is given in the level file. The built-in editor tries to match these whenever an object is placed on a track and force the object to face a legal entrance direction, though there are reports of this failing. [[CCCreator]] | If an object other than a ghost enters a track from an illegal direction, either by carrying an RR sign (and then dropping it), the way the level starts,<ref group=note>Internally, CC2 records entrance direction independently of the direction that objects face — if the player tries to exit in a legal but blocked direction, they will turn to push against the obstacle, but the legal exits will be unchanged. For actors that start the level on a railroad, the entrance direction is given in the level file. The built-in editor tries to match these whenever an object is placed on a track and force the object to face a legal entrance direction, though there are reports of this failing. [[CCCreator]] and [[CC2Edit]] do not do this, and allow users to edit these directions independently and without having to reconstruct the tile.</ref> or a track switch on the tile activating after the object entered legally (including via [[spring mining]]), the object will become stuck and cannot leave the tile until the direction it entered from becomes a legal entrance again (if the track has no switch, the object is permanently stuck). If an object enters the track in a legal direction and exits in a legal direction from an unwired track with a switch, even if the object is carrying an RR sign, the switch will activate and cycle to the next track. (Note that the enter and exit directions (relative to the track) don't have to be different, so an object with a RR sign can move, for example, up and then down on an unwired switch track which is currently has vertical tracks enabled, and it will still switch to the next track, even if it is impossible to do without a RR sign) | ||
It is possible for a track tile to have no actual tracks on it. These tiles look exactly like [[gravel]], but behave like tracks with no legal entrances or exits. As such, [[hiking boots]] have no effect, and they can only be crossed with RR signs. | It is possible for a track tile to have no actual tracks on it. These tiles look exactly like [[gravel]], but behave like tracks with no legal entrances or exits. As such, [[hiking boots]] have no effect, and they can only be crossed with RR signs. |