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m (clarity/accuracy) |
m (clarify that entrance direction is explicitly given by the level) |
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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 | 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]] does not do this, and allows users to edit these directions independently and without having to reconstruct the tile.</ref>, or a track switch 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 legally enters and exits 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. | ||
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. |