WaypointsBasically, waypoints are drawn and coded the same way as normal platforms.
Their advantage is that trains wont stop there and you can use them to direct trains to a specific stationplatform. But you can also use them for some nice eyecandy, like various signals or signs.
Like I said, the code is basically the same as with normal platforms, a codeblock looks like this:
92 * 6 01 04 01 FF 10 00
93 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 10 40 64 122 -31 -91 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 10 40 64 122 -31 -91 normal chunked
94 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 90 40 64 122 -53 -102 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 90 40 64 122 -53 -102 normal chunked
95 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 170 40 64 122 -31 -91 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 170 40 64 122 -31 -91 normal chunked
96 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 250 40 64 122 -9 -102 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 250 40 64 122 -9 -102 normal chunked
97 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 330 40 64 122 -31 -91 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 330 40 64 122 -31 -91 normal chunked
98 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 410 40 64 122 -53 -102 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 410 40 64 122 -53 -102 normal chunked
99 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 490 40 64 122 -31 -91 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 490 40 64 122 -31 -91 normal chunked
100 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 570 40 64 122 -9 -102 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 570 40 64 122 -9 -102 normal chunked
101 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 650 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 650 40 64 122 -0 -0 normal chunked
102 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 730 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 730 40 64 122 -0 -0 normal chunked
103 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 810 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 810 40 64 122 -0 -0 normal chunked
104 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 890 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 890 40 64 122 -0 -0 normal chunked
105 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 970 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 970 40 64 122 -0 -0 normal chunked
106 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 1050 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 1050 40 64 122 -0 -0 normal chunked
107 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 1130 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 1130 40 64 122 -0 -0 normal chunked
108 c:/grfcodec603/auzstations/gfx/template_waypoint_8bpp_EMPTY.png 8bpp 1210 40 64 122 -0 -0 normal chunked
| c:/grfcodec603/auzstations/gfx/template_waypoint_32bpp.png 32bpp 1210 40 64 122 -0 -0 normal chunked
109 * 374 00 04 03 01 04 08 "
WAYP" 0B 0F 09 08
F4 03 00 00 00 00 00 10 05
03 31 84 00 00 00 00 80 00 00 00 39 44 22 03 00 0B 00 10 05
03 32 84 00 00 00 00 80 00 00 00 3A 44 22 03 80
F3 03 00 00 00 00 00 05 10 03 33 84 00 00 00 00 80 00 00 00 3B 44 22 03 0B 00 00 05 10 03 34 84 00 00 00 00 80 00 00 00 3C 44 22 03 80
F4 03 00 00 00 00 00 10 05 03 2D 84 00 00 00 00 80 00 00 00 35 44 22 03 00 0B 00 10 05 03 2E 84 00 00 00 00 80 00 00 00 36 44 22 03 80
F3 03 00 00 00 00 00 05 10 03 2F 84 00 00 00 00 80 00 00 00 37 44 22 03 0B 00 00 05 10 03 30 84 00 00 00 00 80 00 00 00 38 44 22 03 80
F4 03 00 00 00 00 00 10 05 03 2D 84 00 00 00 00 80 00 00 00 35 44 22 03 00 0B 00 10 05 03 32 84 00 00 00 00 80 00 00 00 3A 44 22 03 80
F3 03 00 00 00 00 00 05 10 03 2F 84 00 00 00 00 80 00 00 00 37 44 22 03 0B 00 00 05 10 03 34 84 00 00 00 00 80 00 00 00 3C 44 22 03 80
F4 03 00 00 00 00 00 10 05 03 31 84 00 00 00 00 80 00 00 00 39 44 22 03 00 0B 00 10 05 03 2E 84 00 00 00 00 80 00 00 00 36 44 22 03 80
F3 03 00 00 00 00 00 05 10 03 33 84 00 00 00 00 80 00 00 00 3B 44 22 03 0B 00 00 05 10 03 30 84 00 00 00 00 80 00 00 00 38 44 22 03 80
110 * 7 02 04 00 00 01 00 00
111 * 14 02 04 01 81 41 14 0F 01 00 80 01 0F 02 80
112 * 14 02 04 02 81 41 0C 0F 01 06 80 00 00 01 00
113 * 14 02 04 03 81 41 08 0F 01 04 80 00 00 02 00
114 * 14 02 04 04 81 41 14 0F 01 03 00 02 0F 02 80
115 * 14 02 04 05 81 0C 00 FF 01 04 00 14 14 00 00
116 * 10 03 04 01 04 01 FE 05 00 00 00
117 * 24 04 48 FF 01 04 "Å
TEMPLATE WAYPOINT" 00
The biggest difference in code is the Purchase Submenu ID, rather than using "AS00" or "AS01" you
MUST use
WAYP. That way it is placed in the Waypointsection of the rail purchase menu (just to the left of the regular station purchase menu button).
Also you dont need the last codeline from the regular platforms anymore (the codeline with the Purchase Submenu Name), as it is placed in the waypoint purchase menu and that has no subdivisions, so no need to name that.
You can still give it a specific name though (in this case
TEMPLATE WAYPOINT), but you will only see that name after you have placed that waypoint and use the ?-tool to get the extra information. Keep the "Å"-symbol in front of that name (just like with regular stations).
I have prepared the templates (codeblock and graphicsfiles) for you:
Attachment:
Waypoint_Sources.rar [6.62 KiB]
Downloaded 319 times
Regarding the code:
- You may need to change the paths (and names) to the graphicsfiles and the Station-ID numbers ofcourse (just like with the regular platforms).
- Regarding Station-ID numbers, give it a number higher than the last station you coded, they will show up in the Waypoint Purchase Menu in the order that you have coded them. After coding waypoints you can still add stations and more waypoints and stations etc etc, just make sure they all have their unique station-ID number.
Regarding the graphics:
- I have prepared a template that looks like the one from the regular OpenTTD-platforms.
Only now with just colored groundlevels (rather than a 3 pixel high platform), to show where you can draw/place stuff, without trains running in to them
- They also have the see-thru glass effect graphics, those you can delete if you dont use them yet (also just like with regular platforms).
- Waypoints can be placed by using drag&drop, if you do that you can have separate graphics for the middle-sections. That way you can have for example lights in the middle and have lights and a fusebox at the outsides.
If you want the middlesections to have the same graphics as the ones on the outsides, then just copy/paste the outside graphics also in the middlesection graphics. DO NOT FORGET TO DO THIS, otherwise you will only have graphics on the outsides when using drag&drop and nothing in the middle
- You can make the graphics one-sided by leaving the graphics on the other side of the track empty.
Finally, 2 things to keep in mind:
- Waypoints always will get powerline pylons when using electrified rails (those cannot be turned off sadly for waypoints), keep that in mind when designing/placing stuff, that those may poke through, so just keep room for them.
- Waypoints also have boundingboxes, if you draw structures that are high enough to cover up powerlines, then give that a corresponding boundingbox hight to avoid glitching issues (again, just like with regular platforms, those numbers can be found in the same place, the
03-s)
This is an example of how the templates look ingame:
Attachment:
Example260.png [ 69.33 KiB | Viewed 9186 times ]
1. Just a single tile waypoint (if you dont use drag&drop each single tile will look like this)
2. Drag&drop, 2 tiles wide (now you see that there are also separate middlesection graphics)
3. Drag&drop, 3 tiles wide
4. Drag&drop, 6 tiles wide
5. Drag&drop, twice, 3 tiles wide. This is to show that if you place a new drag&drop section (or single-tile for that matter) next to an existing one, that the new section starts again with an outside tile.
A lot again to take in
Feel free to ask any questions!