Railroad track: Difference between revisions

1,670 bytes added ,  5 April 2020
pretty much done, minus one piece of trivia i'd like to add but don't have; removed stub template
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The '''railroad track''', '''train track''', or just '''railroad''' or '''track''', is a tile introduced in [[Chip's Challenge 2]]. [[Movable object]]s can enter them only from their open ends and can only travel forward until they exit a train track from another open end. Multiple railroad tracks can be layered atop each other, creating a junction, which gives the object more options for its direction of travel. 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 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 '''railroad track''', '''train track''', or just '''railroad''' or '''track''', is a tile introduced in [[Chip's Challenge 2]]. [[Movable object]]s can enter them only from their open ends and can only travel forward until they exit a railroad track from another open end. Multiple railroad tracks can be layered atop each other, creating a junction, which gives the object more options for its direction of travel. Ghosts, as well as objects carrying an [[RR sign]], treat railroad tracks as [[floor]]. If an object attempts to move off a track in a direction that the track deems illegal, the track will attempt to redirect the object right, then left, then backward, in order, relative to the attempted direction. This does not happen if the attempted direction is illegal for other reasons, like if a [[wall]] is on the other end.


If a movable object picks up the [[RR sign]], they will treat all railroad tracks as [[floor]]. [[Ghost]]s can always enter and exit railroad tracks in any direction. If an object enters a track with a switch from an illegal direction, either by a glitch, carrying an RR sign (and then dropping it), the way the level starts, or the track switch activating after the object entered legally, the object will become stuck and cannot leave the tile until the direction it entered from becomes a legal entrance again. 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.
There is a [[glitch]] in which, if there is a [[thin wall]] on the track tile, an object on the tile will think there is a track from every open direction to the side with the thin wall. In other words, tracks will never redirect attempts to move toward these thin walls. Thin walls on tiles neighboring a track tile do not have this effect.
 
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, as can be seen if the player tries to exit a railroad-legal but blocked direction. 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 the 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.
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== Trivia ==
* Railroad tracks are first introduced in [[Lesson 5 (CC2 level)|Lesson 5]]. The track switch and its interaction with wires are introduced in [[Lesson 6 (CC2 level)|Lesson 6]]. <!--When (if at all) is the gray button interaction introduced?-->
 
== Notes ==
<references group="note"/>
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