The Two-Way Train travels between point A and point B when activated by a trigger.
Create a long track sector, and place one room at each end. Separate the rooms from the track with Ceiling Doors ([0,20]
). Place an L+[0,1]
at one end of the track (point A), and an L+[0,0]
at the other end of the track (point B). Place the player start
position in the room near point A. Create the train sector within the
track close to point B, and tag it [0,31]
. Raise or lower the train's floor/ceiling to the desired height. Use the R
key on the floor or ceiling if they are supposed to move with the train.
Place three Switches in the map (one in each room, and one on
the train). If you create a nested sector within the train to place a
Switch on, make sure you tag it [0,31]
. Tag all of the Switches [ActivationSound,Channel]
. Place the following sprites within the train: S[Channel+1,30], A[0,Channel]
. Move the S
to the center of the train, and angle it towards point A.
Place an A[0,Channel+2]
in the door near point A, and lower the door's ceiling to the floor (it must be initially closed). Place an A[0,Channel+1]
in the door near point B and leave the door initially open.
When you activate the Switch, the train will pull up to point A and the door will open. Hop on the train and hit the Switch, and the train will pull up to point B and the second door will open.
Notes:
- The ceiling doors are not mandatory, you can exclude them (or swap them with something else) if you want. In fact, the Two-Way Train's ability to activate other effects makes it a perfect candidate for creating 'timed' effects (airlocks for example). This is done by setting up a train which the player will never see, and linking it to the Activators you wish to 'time'. The length of the track determines the amount of time before an effect is activated.
- Place an
M[BSound,ASound]
(in the same sector as theS
) for activation sounds. Each sound will play when the train is travelling to that respective Locator. - The train must be contained within the track sector, and the track cannot be split into multiple sectors.
- The train does not necessarily have to be built between point A and B.
- All nested sectors within the train must also be tagged
[0,31]
. - Sprites will only move with the train if they are in the sector containing the
S
. - Any Activators tagged
[0,Channel+2]
will activate when the train reaches point A. - Any Activators tagged
[0,Channel+1]
will activate when the train reaches point B. - Note that you could plug one or both of those Activators into the train itself to create a 'self-oscillating' train effect.
- Also compatible with ActivatorLocked, but the "unlocked/locked" message will not be displayed.
- You cannot control the speed of a Two-Way Train.
- Vehicles cannot move up or down slopes.
- You cannot place RPVs and Two-Way Trains in the same map.